From 063f9241832d486ac1ae318fa4adfd01df1471ef Mon Sep 17 00:00:00 2001 From: supervj <64861570+supervj@users.noreply.github.com> Date: Tue, 19 Jan 2021 20:54:45 -0500 Subject: [PATCH] DND5e Core 1.2.2 DND5e Core 1.2.2 modded to SW5e system --- dnd5e.css | 3 +- dnd5e.js | 7 +- lang/en.json | 3 + less/apps.less | 5 - less/character.less | 1 + module/actor/entity.js | 63 ++++++------ module/actor/sheets/base.js | 40 ++++++-- module/actor/sheets/character.js | 7 +- module/actor/sheets/vehicle.js | 14 +-- module/apps/ability-use-dialog.js | 9 +- module/combat.js | 2 +- module/config.js | 27 ++++- module/dice.js | 77 ++++++++++++++- module/item/entity.js | 119 +++++++++++++++++------ module/migration.js | 6 +- module/pixi/ability-template.js | 4 +- packs/classes.db | 2 +- packs/items.db | 8 +- packs/monsters.db | 52 +++++----- system.json | 4 +- template.json | 21 ++-- templates/actors/character-sheet.html | 2 +- templates/actors/parts/actor-traits.html | 2 +- templates/actors/vehicle-sheet.html | 12 ++- templates/apps/ability-use.html | 2 +- tokens/aberration/GibberingMouther.png | Bin 0 -> 274746 bytes tokens/beast/GiantOctopus.png | Bin 0 -> 650363 bytes tokens/beast/GiantOctopusUnderwater.png | Bin 0 -> 682237 bytes tokens/beast/HunterShark.png | Bin 0 -> 237407 bytes tokens/beast/HunterSharkUnderwater.png | Bin 0 -> 288822 bytes tokens/beast/KillerWhale.png | Bin 0 -> 290270 bytes tokens/beast/KillerWhaleUnderwater.png | Bin 0 -> 376403 bytes tokens/beast/Plesiosaurus.png | Bin 0 -> 290551 bytes tokens/beast/PlesiosaurusUnderwater.png | Bin 0 -> 330036 bytes tokens/beast/Rhinoceros.png | Bin 0 -> 418720 bytes tokens/beast/SaberToothedTiger.png | Bin 0 -> 374895 bytes tokens/celestial/Unicorn.png | Bin 0 -> 372213 bytes tokens/construct/RugOfSmothering.png | Bin 0 -> 691423 bytes tokens/construct/RugOfSmotheringIdle.png | Bin 0 -> 1270068 bytes tokens/fey/SeaHag.png | Bin 0 -> 186777 bytes tokens/fiend/Imp.png | Bin 0 -> 66616 bytes tokens/fiend/Nightmare.png | Bin 0 -> 318884 bytes tokens/humanoid/BanditCaptain.png | Bin 0 -> 194261 bytes tokens/humanoid/CultFanatic.png | Bin 0 -> 151487 bytes tokens/humanoid/Cultist.png | Bin 0 -> 145744 bytes tokens/humanoid/CultistRedM.png | Bin 131714 -> 0 bytes tokens/humanoid/Druid.png | Bin 0 -> 172208 bytes tokens/humanoid/GnollHunter.png | Bin 0 -> 189784 bytes tokens/humanoid/Lizardfolk.png | Bin 0 -> 221222 bytes tokens/humanoid/Priest.png | Bin 0 -> 205459 bytes tokens/humanoid/Spy.png | Bin 0 -> 124781 bytes tokens/monstrosity/Bulette.png | Bin 0 -> 658647 bytes tokens/monstrosity/DeathDog.png | Bin 0 -> 161216 bytes tokens/monstrosity/Grick.png | Bin 0 -> 187260 bytes tokens/monstrosity/Harpy.png | Bin 0 -> 261230 bytes tokens/monstrosity/PhaseSpider.png | Bin 0 -> 397967 bytes tokens/ooze/GelatinousCube.png | Bin 0 -> 1490868 bytes tokens/undead/Ghast.png | Bin 0 -> 188945 bytes 58 files changed, 337 insertions(+), 155 deletions(-) create mode 100644 tokens/aberration/GibberingMouther.png create mode 100644 tokens/beast/GiantOctopus.png create mode 100644 tokens/beast/GiantOctopusUnderwater.png create mode 100644 tokens/beast/HunterShark.png create mode 100644 tokens/beast/HunterSharkUnderwater.png create mode 100644 tokens/beast/KillerWhale.png create mode 100644 tokens/beast/KillerWhaleUnderwater.png create mode 100644 tokens/beast/Plesiosaurus.png create mode 100644 tokens/beast/PlesiosaurusUnderwater.png create mode 100644 tokens/beast/Rhinoceros.png create mode 100644 tokens/beast/SaberToothedTiger.png create mode 100644 tokens/celestial/Unicorn.png create mode 100644 tokens/construct/RugOfSmothering.png create mode 100644 tokens/construct/RugOfSmotheringIdle.png create mode 100644 tokens/fey/SeaHag.png create mode 100644 tokens/fiend/Imp.png create mode 100644 tokens/fiend/Nightmare.png create mode 100644 tokens/humanoid/BanditCaptain.png create mode 100644 tokens/humanoid/CultFanatic.png create mode 100644 tokens/humanoid/Cultist.png delete mode 100644 tokens/humanoid/CultistRedM.png create mode 100644 tokens/humanoid/Druid.png create mode 100644 tokens/humanoid/GnollHunter.png create mode 100644 tokens/humanoid/Lizardfolk.png create mode 100644 tokens/humanoid/Priest.png create mode 100644 tokens/humanoid/Spy.png create mode 100644 tokens/monstrosity/Bulette.png create mode 100644 tokens/monstrosity/DeathDog.png create mode 100644 tokens/monstrosity/Grick.png create mode 100644 tokens/monstrosity/Harpy.png create mode 100644 tokens/monstrosity/PhaseSpider.png create mode 100644 tokens/ooze/GelatinousCube.png create mode 100644 tokens/undead/Ghast.png diff --git a/dnd5e.css b/dnd5e.css index 6efdd3cd..dd37909d 100644 --- a/dnd5e.css +++ b/dnd5e.css @@ -1323,7 +1323,7 @@ } .sw5e.chat-card .card-footer span { border-right: 2px groove #FFF; - padding: 0 5px 0 0; + padding: 0 3px 0 0; font-size: 10px; } .sw5e.chat-card .card-footer span:last-child { @@ -1491,6 +1491,7 @@ } .sw5e.sheet.actor.character .characteristics textarea { font-family: "Signika", serif; + font-size: 13px; border: 1px solid #c9c7b8; resize: none; } diff --git a/dnd5e.js b/dnd5e.js index a26e0ae3..c724e8cd 100644 --- a/dnd5e.js +++ b/dnd5e.js @@ -78,6 +78,9 @@ Hooks.once("init", function() { CONFIG.Item.entityClass = Item5e; CONFIG.time.roundTime = 6; + // 5e cone RAW should be 53.13 degrees + CONFIG.MeasuredTemplate.defaults.angle = 53.13; + // Register System Settings registerSystemSettings(); @@ -127,7 +130,7 @@ Hooks.once("setup", function() { "abilities", "abilityAbbreviations", "abilityActivationTypes", "abilityConsumptionTypes", "actorSizes", "alignments", "armorProficiencies", "conditionTypes", "consumableTypes", "cover", "currencies", "damageResistanceTypes", "damageTypes", "distanceUnits", "equipmentTypes", "healingTypes", "itemActionTypes", "languages", - "limitedUsePeriods", "movementUnits", "polymorphSettings", "proficiencyLevels", "senses", "skills", + "limitedUsePeriods", "movementTypes", "movementUnits", "polymorphSettings", "proficiencyLevels", "senses", "skills", "powerComponents", "powerLevels", "powerPreparationModes", "powerScalingModes", "powerSchools", "targetTypes", "timePeriods", "toolProficiencies", "weaponProficiencies", "weaponProperties", "weaponTypes" ]; @@ -164,7 +167,7 @@ Hooks.once("ready", function() { // Determine whether a system migration is required and feasible if ( !game.user.isGM ) return; const currentVersion = game.settings.get("sw5e", "systemMigrationVersion"); - const NEEDS_MIGRATION_VERSION = "1.2.0"; + const NEEDS_MIGRATION_VERSION = "1.2.1"; const COMPATIBLE_MIGRATION_VERSION = 0.80; const needsMigration = currentVersion && isNewerVersion(NEEDS_MIGRATION_VERSION, currentVersion); if ( !needsMigration ) return; diff --git a/lang/en.json b/lang/en.json index 58894364..3fea1645 100644 --- a/lang/en.json +++ b/lang/en.json @@ -653,6 +653,7 @@ "SW5E.WeaponMartialProficiency": "Martial Weapons", "SW5E.WeaponMartialR": "Martial Ranged", "SW5E.WeaponNatural": "Natural", +"SW5E.WeaponPropertiesAda": "Adamantine", "SW5E.WeaponPropertiesAmm": "Ammunition", "SW5E.WeaponPropertiesFin": "Finesse", "SW5E.WeaponPropertiesFir": "Firearm", @@ -660,9 +661,11 @@ "SW5E.WeaponPropertiesHvy": "Heavy", "SW5E.WeaponPropertiesLgt": "Light", "SW5E.WeaponPropertiesLod": "Loading", +"SW5E.WeaponPropertiesMgc": "Magical", "SW5E.WeaponPropertiesRch": "Reach", "SW5E.WeaponPropertiesRel": "Reload", "SW5E.WeaponPropertiesRet": "Returning", +"SW5E.WeaponPropertiesSil": "Silvered", "SW5E.WeaponPropertiesSpc": "Special", "SW5E.WeaponPropertiesThr": "Thrown", "SW5E.WeaponPropertiesTwo": "Two-Handed", diff --git a/less/apps.less b/less/apps.less index 1e3604e3..cb52030a 100644 --- a/less/apps.less +++ b/less/apps.less @@ -426,11 +426,6 @@ border: none; margin-right: 5px; } - h4 { - margin: 0; - white-space: nowrap; - overflow-x: hidden; - } } } diff --git a/less/character.less b/less/character.less index cfb343f4..8d65b9b8 100644 --- a/less/character.less +++ b/less/character.less @@ -168,6 +168,7 @@ } textarea { font-family: "Signika", serif; + font-size: 13px; border: 1px solid @colorFaint; resize: none; } diff --git a/module/actor/entity.js b/module/actor/entity.js index efb177ba..1fc8d720 100644 --- a/module/actor/entity.js +++ b/module/actor/entity.js @@ -93,8 +93,14 @@ export default class Actor5e extends Actor { init.total = init.mod + init.prof + init.bonus; // Prepare power-casting data - this._computePowercastingDC(this.data); + data.attributes.powerdc = data.attributes.powercasting ? data.abilities[data.attributes.powercasting].dc : 10; this._computePowercastingProgression(this.data); + + // Compute owned item attributes which depend on prepared Actor data + this.items.forEach(item => { + item.getSaveDC(); + item.getAttackToHit(); + }); } /* -------------------------------------------- */ @@ -169,7 +175,10 @@ export default class Actor5e extends Actor { } // Load item data for all identified features - const features = await Promise.all(ids.map(id => fromUuid(id))); + const features = []; + for ( let id of ids ) { + features.push(await fromUuid(id)); + } // Class powers should always be prepared for ( const feature of features ) { @@ -313,19 +322,22 @@ export default class Actor5e extends Actor { const joat = flags.jackOfAllTrades; const observant = flags.observantFeat; const skillBonus = Number.isNumeric(bonuses.skill) ? parseInt(bonuses.skill) : 0; - let round = Math.floor; for (let [id, skl] of Object.entries(data.skills)) { - skl.value = parseFloat(skl.value || 0); + skl.value = Math.clamped(Number(skl.value).toNearest(0.5), 0, 2) ?? 0; + let round = Math.floor; - // Apply Remarkable Athlete or Jack of all Trades - let multi = skl.value; - if ( athlete && (skl.value === 0) && feats.remarkableAthlete.abilities.includes(skl.ability) ) { - multi = 0.5; + // Remarkable + if ( athlete && (skl.value < 0.5) && feats.remarkableAthlete.abilities.includes(skl.ability) ) { + skl.value = 0.5; round = Math.ceil; } - if ( joat && (skl.value === 0 ) ) multi = 0.5; - // Retain the maximum skill proficiency when skill proficiencies are merged + // Jack of All Trades + if ( joat && (skl.value < 0.5) ) { + skl.value = 0.5; + } + + // Polymorph Skill Proficiencies if ( originalSkills ) { skl.value = Math.max(skl.value, originalSkills[id].value); } @@ -333,7 +345,7 @@ export default class Actor5e extends Actor { // Compute modifier skl.bonus = checkBonus + skillBonus; skl.mod = data.abilities[skl.ability].mod; - skl.prof = round(multi * data.attributes.prof); + skl.prof = round(skl.value * data.attributes.prof); skl.total = skl.mod + skl.prof + skl.bonus; // Compute passive bonus @@ -344,23 +356,6 @@ export default class Actor5e extends Actor { /* -------------------------------------------- */ - /** - * Compute the powercasting DC for all item abilities which use power DC scaling - * @param {object} actorData The actor data being prepared - * @private - */ - _computePowercastingDC(actorData) { - - // Compute the powercasting DC - const data = actorData.data; - data.attributes.powerdc = data.attributes.powercasting ? data.abilities[data.attributes.powercasting].dc : 10; - - // Compute ability save DCs that depend on the calling actor - this.items.forEach(i => i.getSaveDC()); - } - - /* -------------------------------------------- */ - /** * Prepare data related to the power-casting capabilities of the Actor * @private @@ -420,9 +415,9 @@ export default class Actor5e extends Actor { for ( let [n, lvl] of Object.entries(powers) ) { let i = parseInt(n.slice(-1)); if ( Number.isNaN(i) ) continue; - if ( Number.isNumeric(lvl.override) ) lvl.max = Math.max(parseInt(lvl.override), 1); + if ( Number.isNumeric(lvl.override) ) lvl.max = Math.max(parseInt(lvl.override), 0); else lvl.max = slots[i-1] || 0; - lvl.value = Math.min(parseInt(lvl.value), lvl.max); + lvl.value = parseInt(lvl.value); } // Determine the Actor's pact magic level (if any) @@ -1113,8 +1108,7 @@ export default class Actor5e extends Actor { // Recover power slots for ( let [k, v] of Object.entries(data.powers) ) { - if ( !v.max && !v.override ) continue; - updateData[`data.powers.${k}.value`] = v.override || v.max; + updateData[`data.powers.${k}.value`] = !Number.isNaN(v.override) ? v.override : (v.max ?? 0); } // Recover pact slots. @@ -1238,10 +1232,10 @@ export default class Actor5e extends Actor { } // Get the original Actor data and the new source data - const o = duplicate(this.data); + const o = this.toJSON(); o.flags.sw5e = o.flags.sw5e || {}; o.flags.sw5e.transformOptions = {mergeSkills, mergeSaves}; - const source = duplicate(target.data); + const source = target.toJSON(); // Prepare new data to merge from the source const d = { @@ -1249,6 +1243,7 @@ export default class Actor5e extends Actor { name: `${o.name} (${source.name})`, // Append the new shape to your old name data: source.data, // Get the data model of your new form items: source.items, // Get the items of your new form + effects: o.effects.concat(source.effects), // Combine active effects from both forms token: source.token, // New token configuration img: source.img, // New appearance permission: o.permission, // Use the original actor permissions diff --git a/module/actor/sheets/base.js b/module/actor/sheets/base.js index b4907d22..d2a25f7f 100644 --- a/module/actor/sheets/base.js +++ b/module/actor/sheets/base.js @@ -119,22 +119,44 @@ export default class ActorSheet5e extends ActorSheet { /* -------------------------------------------- */ /** - * Prepare the display of movement speed data for the Actor - * @param {object} actorData + * Prepare the display of movement speed data for the Actor* + * @param {object} actorData The Actor data being prepared. + * @param {boolean} [largestPrimary=false] Show the largest movement speed as "primary", otherwise show "walk" * @returns {{primary: string, special: string}} * @private */ - _getMovementSpeed(actorData) { + _getMovementSpeed(actorData, largestPrimary=false) { const movement = actorData.data.attributes.movement || {}; - const speeds = [ + + // Prepare an array of available movement speeds + let speeds = [ [movement.burrow, `${game.i18n.localize("SW5E.MovementBurrow")} ${movement.burrow}`], [movement.climb, `${game.i18n.localize("SW5E.MovementClimb")} ${movement.climb}`], [movement.fly, `${game.i18n.localize("SW5E.MovementFly")} ${movement.fly}` + (movement.hover ? ` (${game.i18n.localize("SW5E.MovementHover")})` : "")], [movement.swim, `${game.i18n.localize("SW5E.MovementSwim")} ${movement.swim}`] - ].filter(s => !!s[0]).sort((a, b) => b[0] - a[0]); - return { - primary: `${movement.walk || 0} ${movement.units}`, - special: speeds.length ? speeds.map(s => s[1]).join(", ") : "" + ] + if ( largestPrimary ) { + speeds.push([movement.walk, `${game.i18n.localize("SW5E.MovementWalk")} ${movement.walk}`]); + } + + // Filter and sort speeds on their values + speeds = speeds.filter(s => !!s[0]).sort((a, b) => b[0] - a[0]); + + // Case 1: Largest as primary + if ( largestPrimary ) { + let primary = speeds.shift(); + return { + primary: `${primary ? primary[1] : "0"} ${movement.units}`, + special: speeds.map(s => s[1]).join(", ") + } + } + + // Case 2: Walk as primary + else { + return { + primary: `${movement.walk || 0} ${movement.units}`, + special: speeds.length ? speeds.map(s => s[1]).join(", ") : "" + } } } @@ -352,7 +374,7 @@ export default class ActorSheet5e extends ActorSheet { 1: '', 2: '' }; - return icons[level]; + return icons[level] || icons[0]; } /* -------------------------------------------- */ diff --git a/module/actor/sheets/character.js b/module/actor/sheets/character.js index daaa259e..04756bd7 100644 --- a/module/actor/sheets/character.js +++ b/module/actor/sheets/character.js @@ -46,6 +46,9 @@ export default class ActorSheet5eCharacter extends ActorSheet5e { // Experience Tracking sheetData["disableExperience"] = game.settings.get("sw5e", "disableExperienceTracking"); sheetData["classLabels"] = this.actor.itemTypes.class.map(c => c.name).join(", "); + sheetData["multiclassLabels"] = this.actor.itemTypes.class.map(c => { + return [c.data.data.archetype, c.name, c.data.data.levels].filterJoin(' ') + }).join(', '); // Return data for rendering return sheetData; @@ -76,12 +79,12 @@ export default class ActorSheet5eCharacter extends ActorSheet5e { item.img = item.img || DEFAULT_TOKEN; item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1); item.attunement = { - 1: { + [CONFIG.SW5E.attunementTypes.REQUIRED]: { icon: "fa-sun", cls: "not-attuned", title: "SW5E.AttunementRequired" }, - 2: { + [CONFIG.SW5E.attunementTypes.ATTUNED]: { icon: "fa-sun", cls: "attuned", title: "SW5E.AttunementAttuned" diff --git a/module/actor/sheets/vehicle.js b/module/actor/sheets/vehicle.js index e34026c0..cba36ebd 100644 --- a/module/actor/sheets/vehicle.js +++ b/module/actor/sheets/vehicle.js @@ -56,6 +56,13 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { /* -------------------------------------------- */ + /** @override */ + _getMovementSpeed(actorData, largestPrimary=true) { + return super._getMovementSpeed(actorData, largestPrimary); + } + + /* -------------------------------------------- */ + /** * Prepare items that are mounted to a vehicle and require one or more crew * to operate. @@ -86,13 +93,6 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { /* -------------------------------------------- */ - /** @override */ - _getMovementSpeed(actorData) { - return {primary: "", special: ""}; - } - - /* -------------------------------------------- */ - /** * Organize Owned Items for rendering the Vehicle sheet. * @private diff --git a/module/apps/ability-use-dialog.js b/module/apps/ability-use-dialog.js index 079ea93d..a0f8b716 100644 --- a/module/apps/ability-use-dialog.js +++ b/module/apps/ability-use-dialog.js @@ -127,10 +127,13 @@ export default class AbilityUseDialog extends Dialog { }); } const canCast = powerLevels.some(l => l.hasSlots); + if ( !canCast ) data.errors.push(game.i18n.format("SW5E.PowerCastNoSlots", { + level: CONFIG.SW5E.powerLevels[lvl], + name: data.item.name + })); - // Return merged data - data = mergeObject(data, { isPower: true, consumePowerSlot, powerLevels }); - if ( !canCast ) data.errors.push("SW5E.PowerCastNoSlots"); + // Merge power casting data + return mergeObject(data, { isPower: true, consumePowerSlot, powerLevels }); } /* -------------------------------------------- */ diff --git a/module/combat.js b/module/combat.js index 473d0b96..b404dd85 100644 --- a/module/combat.js +++ b/module/combat.js @@ -13,7 +13,7 @@ export const _getInitiativeFormula = function(combatant) { let nd = 1; let mods = ""; - if (actor.getFlag("sw5e", "halflingLucky")) mods += "r=1"; + if (actor.getFlag("sw5e", "halflingLucky")) mods += "r1=1"; if (actor.getFlag("sw5e", "initiativeAdv")) { nd = 2; mods += "kh"; diff --git a/module/config.js b/module/config.js index 335ee657..6d4b30d7 100644 --- a/module/config.js +++ b/module/config.js @@ -56,6 +56,16 @@ SW5E.alignments = { /* -------------------------------------------- */ +/** + * An enumeration of item attunement types + * @enum {number} + */ +SW5E.attunementTypes = { + NONE: 0, + REQUIRED: 1, + ATTUNED: 2, +} + /** * An enumeration of item attunement states * @type {{"0": string, "1": string, "2": string}} @@ -303,6 +313,18 @@ SW5E.damageResistanceTypes = mergeObject(duplicate(SW5E.damageTypes), { /* -------------------------------------------- */ +/** + * The valid units of measure for movement distances in the game system. + * By default this uses the imperial units of feet and miles. + * @type {Object} + */ +SW5E.movementTypes = { + "burrow": "SW5E.MovementBurrow", + "climb": "SW5E.MovementClimb", + "fly": "SW5E.MovementFly", + "swim": "SW5E.MovementSwim", + "walk": "SW5E.MovementWalk", +} /** * The valid units of measure for movement distances in the game system. @@ -506,16 +528,19 @@ SW5E.weaponTypes = { * @type {Object} */ SW5E.weaponProperties = { + "ada": "SW5E.WeaponPropertiesAda", "amm": "SW5E.WeaponPropertiesAmm", - "hvy": "SW5E.WeaponPropertiesHvy", "fin": "SW5E.WeaponPropertiesFin", "fir": "SW5E.WeaponPropertiesFir", "foc": "SW5E.WeaponPropertiesFoc", + "hvy": "SW5E.WeaponPropertiesHvy", "lgt": "SW5E.WeaponPropertiesLgt", "lod": "SW5E.WeaponPropertiesLod", + "mgc": "SW5E.WeaponPropertiesMgc", "rch": "SW5E.WeaponPropertiesRch", "rel": "SW5E.WeaponPropertiesRel", "ret": "SW5E.WeaponPropertiesRet", + "sil": "SW5E.WeaponPropertiesSil", "spc": "SW5E.WeaponPropertiesSpc", "thr": "SW5E.WeaponPropertiesThr", "two": "SW5E.WeaponPropertiesTwo", diff --git a/module/dice.js b/module/dice.js index 3a28b827..c05dd3df 100644 --- a/module/dice.js +++ b/module/dice.js @@ -1,3 +1,69 @@ +/** + * A standardized helper function for simplifying the constant parts of a multipart roll formula + * + * @param {string} formula The original Roll formula + * @param {Object} data Actor or item data against which to parse the roll + * @param {Object} options Formatting options + * @param {boolean} options.constantFirst Puts the constants before the dice terms in the resulting formula + * + * @return {string} The resulting simplified formula + */ +export function simplifyRollFormula(formula, data, {constantFirst = false} = {}) { + const roll = new Roll(formula, data); // Parses the formula and replaces any @properties + const terms = roll.terms; + + // Some terms are "too complicated" for this algorithm to simplify + // In this case, the original formula is returned. + if (terms.some(_isUnsupportedTerm)) return roll.formula; + + const rollableTerms = []; // Terms that are non-constant, and their associated operators + const constantTerms = []; // Terms that are constant, and their associated operators + let operators = []; // Temporary storage for operators before they are moved to one of the above + + for (let term of terms) { // For each term + if (["+", "-"].includes(term)) operators.push(term); // If the term is an addition/subtraction operator, push the term into the operators array + else { // Otherwise the term is not an operator + if (term instanceof DiceTerm) { // If the term is something rollable + rollableTerms.push(...operators); // Place all the operators into the rollableTerms array + rollableTerms.push(term); // Then place this rollable term into it as well + } // + else { // Otherwise, this must be a constant + constantTerms.push(...operators); // Place the operators into the constantTerms array + constantTerms.push(term); // Then also add this constant term to that array. + } // + operators = []; // Finally, the operators have now all been assigend to one of the arrays, so empty this before the next iteration. + } + } + + const constantFormula = Roll.cleanFormula(constantTerms); // Cleans up the constant terms and produces a new formula string + const rollableFormula = Roll.cleanFormula(rollableTerms); // Cleans up the non-constant terms and produces a new formula string + + const constantPart = roll._safeEval(constantFormula); // Mathematically evaluate the constant formula to produce a single constant term + + const parts = constantFirst ? // Order the rollable and constant terms, either constant first or second depending on the optional argumen + [constantPart, rollableFormula] : [rollableFormula, constantPart]; + + // Join the parts with a + sign, pass them to `Roll` once again to clean up the formula + return new Roll(parts.filterJoin(" + ")).formula; +} + +/* -------------------------------------------- */ + +/** + * Only some terms are supported by simplifyRollFormula, this method returns true when the term is not supported. + * @param {*} term - A single Dice term to check support on + * @return {Boolean} True when unsupported, false if supported + */ +function _isUnsupportedTerm(term) { + const diceTerm = term instanceof DiceTerm; + const operator = ["+", "-"].includes(term); + const number = !isNaN(Number(term)); + + return !(diceTerm || operator || number); +} + +/* -------------------------------------------- */ + /** * A standardized helper function for managing core 5e "d20 rolls" * @@ -53,7 +119,7 @@ export async function d20Roll({parts=[], data={}, event={}, rollMode=null, templ // Determine the d20 roll and modifiers let nd = 1; - let mods = halflingLucky ? "r=1" : ""; + let mods = halflingLucky ? "r1=1" : ""; // Handle advantage if (adv === 1) { @@ -109,6 +175,8 @@ export async function d20Roll({parts=[], data={}, event={}, rollMode=null, templ if (d.faces === 20) { d.options.critical = critical; d.options.fumble = fumble; + if ( adv === 1 ) d.options.advantage = true; + else if ( adv === -1 ) d.options.disadvantage = true; if (targetValue) d.options.target = targetValue; } } @@ -131,7 +199,6 @@ export async function d20Roll({parts=[], data={}, event={}, rollMode=null, templ /* -------------------------------------------- */ - /** * Present a Dialog form which creates a d20 roll once submitted * @return {Promise} @@ -175,7 +242,6 @@ async function _d20RollDialog({template, title, parts, data, rollMode, dialogOpt }); } - /* -------------------------------------------- */ /** @@ -235,14 +301,15 @@ export async function damageRoll({parts, actor, data, event={}, rollMode=null, t roll.terms[0].alter(1, criticalBonusDice); roll._formula = roll.formula; } - roll.dice.forEach(d => d.options.critical = true); messageData.flavor += ` (${game.i18n.localize("SW5E.Critical")})`; if ( "flags.sw5e.roll" in messageData ) messageData["flags.sw5e.roll"].critical = true; } // Execute the roll try { - return roll.roll(); + roll.evaluate() + if ( crit ) roll.dice.forEach(d => d.options.critical = true); // TODO workaround core bug which wipes Roll#options on roll + return roll; } catch(err) { console.error(err); ui.notifications.error(`Dice roll evaluation failed: ${err.message}`); diff --git a/module/item/entity.js b/module/item/entity.js index 5da1d2dc..cbdc4c5e 100644 --- a/module/item/entity.js +++ b/module/item/entity.js @@ -1,6 +1,5 @@ -import {d20Roll, damageRoll} from "../dice.js"; +import {simplifyRollFormula, d20Roll, damageRoll} from "../dice.js"; import AbilityUseDialog from "../apps/ability-use-dialog.js"; -import AbilityTemplate from "../pixi/ability-template.js"; /** * Override and extend the basic :class:`Item` implementation @@ -227,6 +226,9 @@ export default class Item5e extends Item { // Saving throws this.getSaveDC(); + // To Hit + this.getAttackToHit(); + // Damage let dam = data.damage || {}; if ( dam.parts ) { @@ -274,6 +276,74 @@ export default class Item5e extends Item { /* -------------------------------------------- */ + /** + * Update a label to the Item detailing its total to hit bonus. + * Sources: + * - item entity's innate attack bonus + * - item's actor's proficiency bonus if applicable + * - item's actor's global bonuses to the given item type + * - item's ammunition if applicable + * + * @returns {Object} returns `rollData` and `parts` to be used in the item's Attack roll + */ + getAttackToHit() { + const itemData = this.data.data; + if ( !this.hasAttack || !itemData ) return; + const rollData = this.getRollData(); + + // Define Roll bonuses + const parts = []; + + // Include the item's innate attack bonus as the initial value and label + if ( itemData.attackBonus ) { + parts.push(itemData.attackBonus) + this.labels.toHit = itemData.attackBonus; + } + + // Take no further action for un-owned items + if ( !this.isOwned ) return {rollData, parts}; + + // Ability score modifier + parts.push(`@mod`); + + // Add proficiency bonus if an explicit proficiency flag is present or for non-item features + if ( !["weapon", "consumable"].includes(this.data.type) || itemData.proficient ) { + parts.push("@prof"); + } + + // Actor-level global bonus to attack rolls + const actorBonus = this.actor.data.data.bonuses?.[itemData.actionType] || {}; + if ( actorBonus.attack ) parts.push(actorBonus.attack); + + // One-time bonus provided by consumed ammunition + if ( (itemData.consume?.type === 'ammo') && !!this.actor.items ) { + const ammoItemData = this.actor.items.get(itemData.consume.target)?.data; + + if (ammoItemData) { + const ammoItemQuantity = ammoItemData.data.quantity; + const ammoCanBeConsumed = ammoItemQuantity && (ammoItemQuantity - (itemData.consume.amount ?? 0) >= 0); + const ammoItemAttackBonus = ammoItemData.data.attackBonus; + const ammoIsTypeConsumable = (ammoItemData.type === "consumable") && (ammoItemData.data.consumableType === "ammo") + if ( ammoCanBeConsumed && ammoItemAttackBonus && ammoIsTypeConsumable ) { + parts.push("@ammo"); + rollData["ammo"] = ammoItemAttackBonus; + } + } + } + + // Condense the resulting attack bonus formula into a simplified label + let toHitLabel = simplifyRollFormula(parts.join('+'), rollData).trim(); + if (toHitLabel.charAt(0) !== '-') { + toHitLabel = '+ ' + toHitLabel + } + this.labels.toHit = toHitLabel; + + // Update labels and return the prepared roll data + return {rollData, parts}; + } + + /* -------------------------------------------- */ + /** * Roll the item to Chat, creating a chat card which contains follow up attack or damage roll options * @param {boolean} [configureDialog] Display a configuration dialog for the item roll, if applicable? @@ -344,7 +414,7 @@ export default class Item5e extends Item { // Initiate measured template creation if ( createMeasuredTemplate ) { - const template = AbilityTemplate.fromItem(item); + const template = game.sw5e.canvas.AbilityTemplate.fromItem(item); if ( template ) template.drawPreview(); } @@ -414,8 +484,8 @@ export default class Item5e extends Item { itemUpdates["data.uses.value"] = remaining; } - // Otherwise reduce quantity - if ( consumeQuantity && !used ) { + // Reduce quantity if not reducing usages or if usages hit 0 and we are set to consumeQuantity + if ( consumeQuantity && (!used || (remaining === 0)) ) { const q = Number(id.quantity ?? 1); if ( q >= 1 ) { used = true; @@ -593,7 +663,7 @@ export default class Item5e extends Item { // Equipment properties if ( data.hasOwnProperty("equipped") && !["loot", "tool"].includes(this.data.type) ) { - if ( data.attunement === 1 ) props.push(game.i18n.localize(CONFIG.SW5E.attunements[1])); + if ( data.attunement === CONFIG.SW5E.attunementTypes.REQUIRED ) props.push(game.i18n.localize(CONFIG.SW5E.attunements[CONFIG.SW5E.attunementTypes.REQUIRED])); props.push( game.i18n.localize(data.equipped ? "SW5E.Equipped" : "SW5E.Unequipped"), game.i18n.localize(data.proficient ? "SW5E.Proficient" : "SW5E.NotProficient"), @@ -718,43 +788,28 @@ export default class Item5e extends Item { */ async rollAttack(options={}) { const itemData = this.data.data; - const actorData = this.actor.data.data; const flags = this.actor.data.flags.sw5e || {}; if ( !this.hasAttack ) { throw new Error("You may not place an Attack Roll with this Item."); } let title = `${this.name} - ${game.i18n.localize("SW5E.AttackRoll")}`; - const rollData = this.getRollData(); - // Define Roll bonuses - const parts = [`@mod`]; - if ( !["weapon", "consumable"].includes(this.data.type) || itemData.proficient ) { - parts.push("@prof"); - } + // get the parts and rollData for this item's attack + const {parts, rollData} = this.getAttackToHit(); - // Attack Bonus - if ( itemData.attackBonus ) parts.push(itemData.attackBonus); - const actorBonus = actorData?.bonuses?.[itemData.actionType] || {}; - if ( actorBonus.attack ) parts.push(actorBonus.attack); - - // Ammunition Bonus + // Handle ammunition consumption delete this._ammo; let ammo = null; let ammoUpdate = null; const consume = itemData.consume; if ( consume?.type === "ammo" ) { ammo = this.actor.items.get(consume.target); - if(ammo?.data){ + if (ammo?.data) { const q = ammo.data.data.quantity; const consumeAmount = consume.amount ?? 0; if ( q && (q - consumeAmount >= 0) ) { this._ammo = ammo; - let ammoBonus = ammo.data.data.attackBonus; - if ( ammoBonus ) { - parts.push("@ammo"); - rollData["ammo"] = ammoBonus; - title += ` [${ammo.name}]`; - } + title += ` [${ammo.name}]`; } } @@ -874,10 +929,13 @@ export default class Item5e extends Item { parts.push(actorBonus.damage); } - // Add ammunition damage - if ( this._ammo ) { + // Handle ammunition damage + const ammoData = this._ammo?.data; + + // only add the ammunition damage if the ammution is a consumable with type 'ammo' + if ( this._ammo && (ammoData.type === "consumable") && (ammoData.data.consumableType === "ammo") ) { parts.push("@ammo"); - rollData["ammo"] = this._ammo.data.data.damage.parts.map(p => p[0]).join("+"); + rollData["ammo"] = ammoData.data.damage.parts.map(p => p[0]).join("+"); rollConfig.flavor += ` [${this._ammo.name}]`; delete this._ammo; } @@ -1039,6 +1097,7 @@ export default class Item5e extends Item { left: window.innerWidth - 710, }, halflingLucky: this.actor.getFlag("sw5e", "halflingLucky" ) || false, + reliableTalent: (this.data.data.proficient >= 1) && this.actor.getFlag("sw5e", "reliableTalent"), messageData: {"flags.sw5e.roll": {type: "tool", itemId: this.id }} }, options); rollConfig.event = options.event; @@ -1140,7 +1199,7 @@ export default class Item5e extends Item { case "toolCheck": await item.rollToolCheck({event}); break; case "placeTemplate": - const template = AbilityTemplate.fromItem(item); + const template = game.sw5e.canvas.AbilityTemplate.fromItem(item); if ( template ) template.drawPreview(); break; } diff --git a/module/migration.js b/module/migration.js index 8b8fe54f..b627e0e3 100644 --- a/module/migration.js +++ b/module/migration.js @@ -234,8 +234,8 @@ export const migrateSceneData = function(scene) { */ function _migrateActorMovement(actor, updateData) { const ad = actor.data; - const old = ad?.attributes?.speed?.value; - if ( old === undefined ) return; + const old = actor.type === 'vehicle' ? ad?.attributes?.speed : ad?.attributes?.speed?.value; + if ( typeof old !== "string" ) return; const s = (old || "").split(" "); if ( s.length > 0 ) updateData["data.attributes.movement.walk"] = Number.isNumeric(s[0]) ? parseInt(s[0]) : null; updateData["data.attributes.-=speed"] = null; @@ -287,7 +287,7 @@ function _migrateActorSenses(actor, updateData) { */ function _migrateItemAttunement(item, updateData) { if ( item.data.attuned === undefined ) return; - updateData["data.attunement"] = 0; + updateData["data.attunement"] = CONFIG.SW5E.attunementTypes.NONE; updateData["data.-=attuned"] = null; return updateData; } diff --git a/module/pixi/ability-template.js b/module/pixi/ability-template.js index e594319d..702343b2 100644 --- a/module/pixi/ability-template.js +++ b/module/pixi/ability-template.js @@ -29,8 +29,8 @@ export default class AbilityTemplate extends MeasuredTemplate { // Additional type-specific data switch ( templateShape ) { - case "cone": // 5e cone RAW should be 53.13 degrees - templateData.angle = 53.13; + case "cone": + templateData.angle = CONFIG.MeasuredTemplate.defaults.angle; break; case "rect": // 5e rectangular AoEs are always cubes templateData.distance = Math.hypot(target.value, target.value); diff --git a/packs/classes.db b/packs/classes.db index 0730b2f1..b26d5bb0 100644 --- a/packs/classes.db +++ b/packs/classes.db @@ -9,4 +9,4 @@ {"_id":"tlwBnN8GmqJcTgub","name":"Cleric","permission":{"default":0},"type":"class","data":{"description":{"value":"

As a cleric, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background:

\n\n

Cleric Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2@Compendium[sw5e.classfeatures.v4gKwLhAq9vuqza7]{Powercasting} , @Compendium[sw5e.classfeatures.x637K2Icp2ZFM1TB]{Divine Domain}
2nd+2@Compendium[sw5e.classfeatures.YpiLQEKGalROn7iJ]{Channel Divinity (1/rest)}, Divine Domain feature
3rd+22nd Level Power Slot
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
5th+33rd Level Power Slot, @Compendium[sw5e.classfeatures.NMy4piwXIpLjYbRE]{Destroy Undead (CR 1/2)}
6th+3@Compendium[sw5e.classfeatures.YpiLQEKGalROn7iJ]{Channel Divinity (2/rest)}, Divine Domain feature
7th+34th Level Power Slot
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{ASI}, @Compendium[sw5e.classfeatures.NMy4piwXIpLjYbRE]{Destroy Undead (CR 1)}, Divine Domain feature
9th+45th Level Power Slot
10th+4@Compendium[sw5e.classfeatures.eVXqHn0ojWrEuYGU]{Divine Intervention}
11th+46th Level Power Slot, @Compendium[sw5e.classfeatures.NMy4piwXIpLjYbRE]{Destroy Undead (CR 2)}
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+57th Level Power Slot
14th+5@Compendium[sw5e.classfeatures.NMy4piwXIpLjYbRE]{Destroy Undead (CR 3)}
15th+58th Level Power Slot
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+69th Level Power Slot, @Compendium[sw5e.classfeatures.NMy4piwXIpLjYbRE]{Destroy Undead (CR 4)}, Divine Domain feature
18th+6@Compendium[sw5e.classfeatures.YpiLQEKGalROn7iJ]{Channel Divinity (3/rest)}
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+6@Compendium[sw5e.classfeatures.eVXqHn0ojWrEuYGU]{Divine Intervention (Automatic Success)}
\n

Divine Domains

\n

Life Domain

\n

The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).

\n

Life Domain Powers

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Cleric LevelPowers
1st@Compendium[sw5e.powers.8dzaICjGy6mTUaUr]{Bless}, @Compendium[sw5e.powers.uUWb1wZgtMou0TVP]{Cure Wounds}
3rd@Compendium[sw5e.powers.F0GsG0SJzsIOacwV]{Lesser Restoration}, @Compendium[sw5e.powers.JbxsYXxSOTZbf9I0]{Spiritual Weapon}
5th@Compendium[sw5e.powers.ZU9d6woBdUP8pIPt]{Beacon of Hope}, @Compendium[sw5e.powers.LmRHHMtplpxr9fX6]{Revivify}
7th@Compendium[sw5e.powers.VtCXMdyM6mAdIJZb]{Death Ward}, @Compendium[sw5e.powers.TgHsuhNasPbhu8MO]{Guardian of Faith}
9th@Compendium[sw5e.powers.Pyzmm8R7rVsNAPsd]{Mass Cure Wounds}, @Compendium[sw5e.powers.AGFMPAmuzwWO6Dfz]{Raise Dead}
\n

Life Domain Features

\n

1st Level: @Compendium[sw5e.classfeatures.68bYIOvx6rIqnlOW]{Bonus Proficiency} @Compendium[sw5e.classfeatures.jF8AFfEMICIJnAkR]{Disciple of Life}

\n

2nd Level: @Compendium[sw5e.classfeatures.hEymt45rICi4f9eL]{Channel Divinity: Preserve Life}

\n

6th Level: @Compendium[sw5e.classfeatures.yv49QN6Bzqs0ecCs]{Blessed Healer}

\n

8th Level: @Compendium[sw5e.classfeatures.T6u5z8ZTX6UftXqE]{Divine Strike}

\n

17th Level: @Compendium[sw5e.classfeatures.4UOgxzr83vFuUash]{Supreme Healing}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":["his","ins","med","per","rel"],"value":[]},"powercasting":"full","damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/icons/skills/light_04.jpg","effects":[]} {"_id":"wZK2Q0rXB0AQo8h3","name":"Wizard","permission":{"default":0},"type":"class","data":{"description":{"value":"

As a wizard, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st

\n

Proficiencies

\n

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background:

\n\n

Wizard Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2@Compendium[sw5e.classfeatures.gbNo5eVPaqr8IVKL]{Powercasting}, @Compendium[sw5e.classfeatures.e0uTcFPpgxjIyUW9]{Arcane Recovery}
2nd+2@Compendium[sw5e.classfeatures.AEWr9EMxy5gj4ZFT]{Arcane Tradition}
3rd+22nd Level Power Slot
4th+2@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
5th+33rd Level Power Slot
6th+3Arcane Tradition feature
7th+34th Level Power Slot
8th+3@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
9th+45th Level Power Slot
10th+4Arcane Tradition feature
11th+46 Level Power Slot
12th+4@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
13th+57th Level Power Slot
14th+5Arcane Tradition feature
15th+58th Level Power Slot
16th+5@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
17th+69 Level Power Slot
18th+6@Compendium[sw5e.classfeatures.JfFfHTeIszx1hNRx]{Power Mastery}
19th+6@Compendium[sw5e.classfeatures.s0Cc2zcX0JzIgam5]{Ability Score Improvement}
20th+6\n

@Compendium[sw5e.classfeatures.nUrZDi6QN1YjwAr6]{Signature Powers (First Power)}

\n

@Compendium[sw5e.classfeatures.31bKbWe9ZGVLEns6]{Signature Powers (Second Power)}

\n
\n

Your Powerbook

\n

The powers that you add to your powerbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other powers during your adventures. You could discover a power recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

\n

Copying a Power into the Book. When you find a wizard power of 1st level or higher, you can add it to your powerbook if it is of a power level you can prepare and if you can spare the time to decipher and copy it.

\n

Copying that power into your powerbook involves reproducing the basic form of the power, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the power until you understand the sounds or gestures required, then transcribe it into your powerbook using your own notation.

\n

For each level of the power, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the power to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the power just like your other powers.

\n

Replacing the Book. You can copy a power from your own powerbook into another book—for example, if you want to make a backup copy of your powerbook. This is just like copying a new power into your powerbook, but faster and easier, since you understand your own notation and already know how to cast the power. You need spend only 1 hour and 10 gp for each level of the copied power.

\n

If you lose your powerbook, you can use the same procedure to transcribe the powers that you have prepared into a new powerbook. Filling out the remainder of your powerbook requires you to find new powers to do so, as normal. For this reason, many wizards keep backup powerbooks in a safe place.

\n

The Book’s Appearance. Your powerbook is a unique compilation of powers, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous powerbook in a mishap.

\n

Arcane Traditions

\n

The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study.

\n

The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of powers, grouping them into eight categories called schools. In some places, these traditions are literally schools. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the powers of each school require mastery of different techniques.

\n

School of Evocation

\n

You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.

\n

School of Evocation Features

\n

2nd Level: @Compendium[sw5e.classfeatures.7uzJ2JkmsdRGLra3]{Evocation Savant} @Compendium[sw5e.classfeatures.6VBXkjjBgjSpNElh]{Sculpt Powers}

\n

6th Level: @Compendium[sw5e.classfeatures.evEWCpE5MYgr5RRW]{Potent Cantrip}

\n

10th Level: @Compendium[sw5e.classfeatures.7O85kj6uDEG5NzUE]{Empowered Evocation}

\n

14th Level: @Compendium[sw5e.classfeatures.VUtSLeCzFubGXmGx]{Overchannel}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d6","hitDiceUsed":0,"skills":{"number":2,"choices":["arc","his","ins","inv","med","rel"],"value":[]},"powercasting":"full","damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/icons/skills/blue_13.jpg","effects":[]} {"_id":"xEb8jmA5HlNs7xTF","name":"Rogue","permission":{"default":0},"type":"class","data":{"description":{"value":"

As a rogue, you have the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

\n

Proficiencies

\n

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background:

\n\n

Rogue Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusSneak AttackFeatures
1st+21d6@Compendium[sw5e.classfeatures.3sYPftQKnbbVnHrh]{Expertise}, @Compendium[sw5e.classfeatures.DPN2Gfk8yi1Z5wp7]{Sneak Attack}, @Compendium[sw5e.classfeatures.ohwfuwnvuoBWlSQr]{Thieves' Cant}
2nd+21d6@Compendium[sw5e.classfeatures.01pcLg6PRu5zGrsb]{Cunning Action}
3rd+22d6@Compendium[sw5e.classfeatures.80USV8ZFPIahpLd0]{Roguish Archetype}
4th+22d6@Compendium[sw5e.classfeatures.v7MxFuTAgOsmxZCD]{Ability Score Improvement}
5th+33d6@Compendium[sw5e.classfeatures.Mm64SKAHJWYecgXS]{Uncanny Dodge}
6th+33d6@Compendium[sw5e.classfeatures.3sYPftQKnbbVnHrh]{Expertise improvement}
7th+34d6@Compendium[sw5e.classfeatures.a4P4DNMmH8CqSNkC]{Evasion}
8th+34d6@Compendium[sw5e.classfeatures.v7MxFuTAgOsmxZCD]{Ability Score Improvement}
9th+45d6Roguish Archetype feature
10th+45d6@Compendium[sw5e.classfeatures.v7MxFuTAgOsmxZCD]{Ability Score Improvement}
11th+46d6@Compendium[sw5e.classfeatures.YN9xm6MCvse4Y60u]{Reliable Talent}
12th+46d6@Compendium[sw5e.classfeatures.v7MxFuTAgOsmxZCD]{Ability Score Improvement}
13th+57d6Roguish Archetype feature
14th+57d6@Compendium[sw5e.classfeatures.fjsBk7zxoAbLf8ZI]{Blindsense}
15th+58d6@Compendium[sw5e.classfeatures.V4pwFxlwHtNeB4w9]{Slippery Mind}
16th+58d6@Compendium[sw5e.classfeatures.v7MxFuTAgOsmxZCD]{Ability Score Improvement}
17th+69d6Roguish Archetype feature
18th+69d6@Compendium[sw5e.classfeatures.L7nJSRosos8sHJH9]{Elusive}
19th+610d6@Compendium[sw5e.classfeatures.v7MxFuTAgOsmxZCD]{Ability Score Improvement}
20th+610d6@Compendium[sw5e.classfeatures.rQhWDaMHMn7iU4f2]{Stroke of Luck}
\n

Roguish Archetypes

\n

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.

\n

Thief

\n

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.

\n

Thief Features

\n

3rd Level: @Compendium[sw5e.classfeatures.ga3dt2zrCn2MHK8R]{Fast Hands} @Compendium[sw5e.classfeatures.FGrbXs6Ku5qxFK5G]{Second-Story Work}

\n

9th Level: @Compendium[sw5e.classfeatures.Ei1Oh4UAA2E30jcD]{Supreme Sneak}

\n

13th Level: @Compendium[sw5e.classfeatures.NqWyHE7Rpw9lyKWu]{Use Magic Device}

\n

17th Level: @Compendium[sw5e.classfeatures.LhRm1EeUMvp2EWhV]{Thief's Reflexes}

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":4,"choices":["acr","ath","dec","ins","itm","inv","per","prf","prc","slt","ste"],"value":[]},"powercasting":"none","damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/icons/skills/gray_04.jpg","effects":[]} -{"_id":"ygVYgPbJkaH0tH1N","name":"Druid","permission":{"default":0},"type":"class","data":{"description":{"value":"

As a druid, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background:

\n\n

Druid Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2 Druidic, Powercasting
2nd+2 Wild Shape (Max CR 1/4), Druid Circle
3rd+22nd Level Power Slot
4th+2 Wild Shape (Max CR 1/2), Ability Score Improvement
5th+33rd Level Power Slot
6th+3Druid Circle feature
7th+34th Level Power Slot
8th+3 Wild Shape (Max CR 1), Ability Score Improvement
9th+45th Level Power Slot
10th+4Druid Circle feature
11th+46th Level Power Slot
12th+4 Ability Score Improvement
13th+57th Level Power Slot
14th+5Druid Circle feature
15th+58th Level Power Slot
16th+5 Ability Score Improvement
17th+69th Level Power Slot
18th+6 Timeless Body, Beast Powers
19th+6 Ability Score Improvement
20th+6 Archdruid
\n

Sacred Plants and Wood

\n

A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a powercasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.

\n

Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.

\n

Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.

\n

Druids and the Gods

\n

Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse (the lists of gods in appendix PH-B include many such deities). The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples.

\n

Druid Circles

\n

Circle of the Land

\n

The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.

\n

Circle of the Land Features

\n

2nd Level: Bonus Cantrip Natural Recovery

\n

3rd, 5th, 7th, 9th Level: Circle Powers

\n

6th Level: Land's Stride (Circle of the Land)

\n

10th Level: Nature's Ward

\n

14th Level: Nature's Sanctuary

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":"","powercasting":"full","damage":{"parts":[]}},"flags":{"exportSource":{"world":"srd-rules","system":"sw5e","coreVersion":"0.7.3","systemVersion":0.98}},"img":"systems/sw5e/icons/skills/green_13.jpg","effects":[]} +{"_id":"ygVYgPbJkaH0tH1N","name":"Druid","permission":{"default":0},"type":"class","data":{"description":{"value":"

As a druid, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background:

\n\n

Druid Advancement

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeatures
1st+2 Druidic, Powercasting
2nd+2 Wild Shape (Max CR 1/4), Druid Circle
3rd+22nd Level Power Slot
4th+2 Wild Shape (Max CR 1/2), Ability Score Improvement
5th+33rd Level Power Slot
6th+3Druid Circle feature
7th+34th Level Power Slot
8th+3 Wild Shape (Max CR 1), Ability Score Improvement
9th+45th Level Power Slot
10th+4Druid Circle feature
11th+46th Level Power Slot
12th+4 Ability Score Improvement
13th+57th Level Power Slot
14th+5Druid Circle feature
15th+58th Level Power Slot
16th+5 Ability Score Improvement
17th+69th Level Power Slot
18th+6 Timeless Body, Beast Powers
19th+6 Ability Score Improvement
20th+6 Archdruid
\n

Sacred Plants and Wood

\n

A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a powercasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.

\n

Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.

\n

Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.

\n

Druids and the Gods

\n

Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse (the lists of gods in appendix PH-B include many such deities). The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples.

\n

Druid Circles

\n

Circle of the Land

\n

The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.

\n

Circle of the Land Features

\n

2nd Level: Bonus Cantrip Natural Recovery

\n

3rd, 5th, 7th, 9th Level: Circle Powers

\n

6th Level: Land's Stride (Circle of the Land)

\n

10th Level: Nature's Ward

\n

14th Level: Nature's Sanctuary

","chat":"","unidentified":""},"source":"","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":["arc","ani","ins","med","nat","prc","rel","sur"],"value":[]},"powercasting":"full","damage":{"parts":[]}},"flags":{"exportSource":{"world":"srd-rules","system":"sw5e","coreVersion":"0.7.3","systemVersion":0.98}},"img":"systems/sw5e/icons/skills/green_13.jpg","effects":[]} diff --git a/packs/items.db b/packs/items.db index 8387e3bf..d6471151 100644 --- a/packs/items.db +++ b/packs/items.db @@ -65,7 +65,7 @@ {"_id":"5Rxo4K9cgpwgW9vZ","name":"Wand of Enemy Detection","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement)

\n

This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.

\n

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 210","quantity":1,"weight":1,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +1","save":{"ability":"wis","dc":null,"scaling":"flat"},"consumableType":"wand","attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-green.jpg","effects":[]} {"_id":"5SorTMl8NKDO9Yge","name":"Ring of Poison Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with an amethyst stone that glitters when it catches the light.

\n

You have resistance to poison damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-purple.jpg","effects":[]} {"_id":"5fJn3LQ2eQG7luEO","name":"Chalk","permission":{"default":0},"type":"loot","data":{"description":{"value":"

It is soft white porous sedimentary acarbonate rock, a form of limestone composed of the mineral calcite. Can be used to draw shapes.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":0,"price":"0.01","attunement":0,"equipped":false,"rarity":"Common","identified":true},"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-bones.jpg","effects":[]} -{"_id":"5m9ErO9In8Uc5yyf","name":"Potion of Superior Healing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Agitating the potion the red liquid glimmers with it's motion.

\n

You regain 8d4+8 hit points when you drink this potion.

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":450,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d4 + 8","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":300001,"flags":{},"img":"systems/sw5e/icons/items/potions/grand-red.jpg","effects":[]} +{"_id":"5m9ErO9In8Uc5yyf","name":"Potion of Superior Healing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion's red liquid glimmers when agitated.

\n

You regain 8d4+8 hit points when you drink this potion.

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":450,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null,"value":"","_deprecated":true},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d4 + 8","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10},"consumes":{"type":"","target":null,"amount":null},"charges":{"value":1,"max":1,"_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attuned":false},"sort":300001,"flags":{"exportSource":{"world":"fresh","system":"sw5e","coreVersion":"0.7.9","systemVersion":"1.2.0"}},"img":"systems/sw5e/icons/items/potions/grand-red.jpg","effects":[]} {"_id":"5mIeX824uMklU3xq","name":"Map or Scroll Case","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":1,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"items","value":10,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/briefcase.jpg","effects":[]} {"_id":"6067acDZGv7KNOkP","name":"Elven Chain","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.

","chat":"","unidentified":""},"source":"DMG pg. 168","quantity":1,"weight":20,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":14,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":true,"attributes":{"powerdc":10}},"sort":1900000,"flags":{},"img":"systems/sw5e/icons/items/armor/leather-forest.jpg","effects":[]} {"_id":"62EaozKvcA0aSy2q","name":"Spear +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":16000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":"1d8 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"thr":true,"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":2700000,"flags":{},"img":"systems/sw5e/icons/items/weapons/spear.jpg","effects":[]} @@ -241,7 +241,7 @@ {"_id":"IuVaBrq17AqxpXc4","name":"Wand of the War Mage +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement by a powercaster)

\n

While holding this wand, you gain a bonus to power attack rolls of +3. In addition, you ignore half cover when making a power attack.

","chat":"","unidentified":""},"source":"DMG pg. 212","quantity":1,"weight":1,"price":19200,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"autoUse":false,"autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"folder":"oENpm3Crialw50Y1","sort":100001,"flags":{},"img":"systems/sw5e/icons/items/weapons/staff-red.jpg","effects":[]} {"_id":"J8gQdJJi5e8LmD7H","name":"Rope of Entanglement","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.

","chat":"","unidentified":""},"source":"DMG pg. 197","quantity":1,"weight":3,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":20,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/green_17.jpg","effects":[]} {"_id":"JDTO996oInbiZGHW","name":"Breastplate +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

\n

You have a bonus to AC while wearing this armor.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":20,"price":24400,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":17,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":false},"sort":650000,"flags":{},"img":"systems/sw5e/icons/items/armor/halfplate.png","effects":[]} -{"_id":"JFiSlgcm3uSSBM5t","name":"Potion of Supreme Healing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Agitating the potion the red liquid glimmers with it's motion.

\n

You regain 10d4+20 hit points when you drink this potion.

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":1350,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d4 + 20","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":400001,"flags":{},"img":"systems/sw5e/icons/items/potions/grand-red.jpg","effects":[]} +{"_id":"JFiSlgcm3uSSBM5t","name":"Potion of Supreme Healing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion's red liquid glimmers when agitated.

\n

You regain 10d4+20 hit points when you drink this potion.

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":1350,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null,"value":"","_deprecated":true},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d4 + 20","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10},"consumes":{"type":"","target":null,"amount":null},"charges":{"value":1,"max":1,"_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attuned":false},"sort":400001,"flags":{"exportSource":{"world":"fresh","system":"sw5e","coreVersion":"0.7.9","systemVersion":"1.2.0"}},"img":"systems/sw5e/icons/items/potions/magic-red.jpg","effects":[]} {"_id":"JNkjtTxYmEC7W34O","name":"Splint Armor of Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
\n

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 152","quantity":1,"weight":60,"price":6200,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":17,"type":"heavy","dex":0,"label":"Armor Value"},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":false,"attributes":{"powerdc":10}},"sort":4100000,"flags":{},"img":"systems/sw5e/icons/items/armor/splint.png","effects":[]} {"_id":"JRJpKZyamkpa7awv","name":"Robe of Scintillating Colors","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.

","chat":"","unidentified":""},"source":"DMG pg. 194","quantity":1,"weight":1,"price":6000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":30,"long":60,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d3","save":{"ability":"wis","dc":15,"scaling":"flat"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/violet_26.jpg","effects":[]} {"_id":"Jj4iFQQGvckx8Wsj","name":"Potion of Fire Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Fire type damage for 1 hour.

\n

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2100000,"flags":{},"img":"systems/sw5e/icons/items/potions/major-red.jpg","effects":[]} @@ -257,7 +257,7 @@ {"_id":"KndVe2insuctjIaj","name":"Smith's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

These special tools include the items needed to pursue a craft or trade in smithing.

\n

Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":8,"price":20,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"ability":"str","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2800000,"flags":{},"img":"systems/sw5e/icons/items/inventory/hammer.jpg","effects":[]} {"_id":"KvIlZssYEtQ4bvSE","name":"Warhammer +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":2,"price":4000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","bludgeoning"]],"versatile":"1d10 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"attributes":{"powerdc":10}},"sort":900000,"flags":{},"img":"systems/sw5e/icons/items/weapons/warhammer.png","effects":[]} {"_id":"L4PxYPtYca283sju","name":"Scimitar of Wounding","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

\n

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":3,"price":2000,"attunement":0,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"1d4","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_01.jpg","effects":[]} -{"_id":"L887NdWEP5NqHCrQ","name":"Potion of Greater Healing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Agitating the potion the red liquid glimmers with it's motion.

\n

You regain 4d4+4 hit points when you drink this potion.

\n

\n

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":150,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4 + 4","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/items/potions/major-red.jpg","effects":[]} +{"_id":"L887NdWEP5NqHCrQ","name":"Potion of Greater Healing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion's red liquid glimmers when agitated.

\n

You regain 4d4+4 hit points when you drink this potion.

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":150,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null,"value":"","_deprecated":true},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4 + 4","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10},"consumes":{"type":"","target":null,"amount":null},"charges":{"value":1,"max":1,"_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attuned":false},"sort":100001,"flags":{"core":{"sheetClass":""},"exportSource":{"world":"fresh","system":"sw5e","coreVersion":"0.7.9","systemVersion":"1.2.0"}},"img":"systems/sw5e/icons/items/potions/major-red.jpg","effects":[]} {"_id":"L9KBLub5vfb3mTDz","name":"Ring of Fire Elemental Command","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring is linked to the Elemental Plane of Fire.

\n

While wearing this ring, you have advantage on attack rolls against @Compendium[sw5e.monsters.8SMQl75HLjhuSeau]{Fire Elemental}s, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.

\n

The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Powers cast from the ring have a save DC of 17.

\n

Ring of Fire Elemental Command. You can expend 2 of the ring's charges to cast @Compendium[sw5e.powers.eEpy1ONlXumKS1mp]{Dominate Monster} on a Fire Elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.

\n

If you help slay a Fire Elemental while attuned to the ring, you gain access to the following additional properties:

\n","chat":"","unidentified":""},"source":"DMG pg. 190","quantity":1,"weight":0,"price":17000,"attunement":0,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":5,"max":5,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/jewelry/ring-red.jpg","effects":[]} {"_id":"LBQWNqX6hZOKhQ8a","name":"Potion of Radiant Resistance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is a plain indescriminate color and smells slightly foul.

\n

When you drink this potion, you gain resistance to Radiant type damage for 1 hour.

\n

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"potion","attributes":{"powerdc":10}},"sort":2600000,"flags":{},"img":"systems/sw5e/icons/items/potions/grand-yellow.jpg","effects":[]} {"_id":"LBajgahniRJbAgDr","name":"Powerbook","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Essential for wizards, a powerbook is a leather-bound tome with 100 blank vellum pages suitable for recording powers.

\n

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":3,"price":50,"attunement":0,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]},"details":{"description":"

Essential for wizards, a powerbook is a leather-bound tome with 100 blank vellum pages suitable for recording powers.

\n

The powers that you add to your powerbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other powers during your adventures. You could discover a power recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

\n

Copying a Power into the Book

\n

When you find a wizard power of 1st level or higher, you can add it to your powerbook if it is of a power level you can prepare and if you can spare the time to decipher and copy it. Copying that power into your powerbook involves reproducing the basic form of the power, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the power until you understand the sounds or gestures required, then transcribe it into your powerbook using your own notation. For each level of the power, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the power to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the power just like your other powers.

\n

Replacing the Book

\n

You can copy a power from your own powerbook into another book - for example, if you want to make a backup copy of your powerbook. This is just like copying a new power into your powerbook, but faster and easier, since you understand your own notation and already know how to cast the power. You need spend only 1 hour and 10 gp for each level of the copied power.

\n

If you lose your powerbook, you can use the same procedure to transcribe the powers that you have prepared into a new powerbook. Filling out the remainder of your powerbook requires you to find new powers to do so, as normal. For this reason, many wizards keep backup powerbooks in a safe place. The Book's Appearance. Your powerbook is a unique compilation of powers, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous powerbook in a mishap.

"}},"sort":4600000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-purple.jpg","effects":[]} @@ -782,7 +782,7 @@ {"_id":"ykB6UKv5BuQnSRSL","name":"Frost Brand Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

\n

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

\n

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

","chat":"","unidentified":""},"source":"DMG pg. 171","quantity":1,"weight":6,"price":2200,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges"},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"],["1d6","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_07.jpg","effects":[]} {"_id":"ykefWXBjq3y6y9Se","name":"Manual of Gainful Exercise","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

","chat":"","unidentified":""},"source":"DMG pg. 180","quantity":1,"weight":1,"price":100000,"attunement":0,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"hour","cost":48,"condition":"The book must be completed in 6 days or less."},"duration":{"value":0,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"consumableType":"trinket","attributes":{"powerdc":10}},"sort":1700000,"flags":{},"img":"systems/sw5e/icons/items/inventory/book-purple.jpg","effects":[]} {"_id":"yoFff2zdTloKx1if","name":"Pike +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":18,"price":1000,"attunement":0,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","properties":{"hvy":true,"rch":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"attributes":{"powerdc":10}},"sort":600000,"flags":{},"img":"systems/sw5e/icons/items/weapons/pike.jpg","effects":[]} -{"_id":"ytlsBjYsZ7OBSEBs","name":"Potion of Healing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Agitating the potion the red liquid glimmers with it's motion.

\n

You regain 2d4+2 hit points when you drink this potion.

\n

\n

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The potion's red liquid glimmers when agitated.

\n

You regain 2d4+2 hit points when you drink this potion.

\n

 

\n

 

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A set of bagpipes to evoke awe, wonder, or fear in your audience.

\n

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a powercasting focus. Each type of musical instrument requires a separate proficiency.

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Whether through demonic blessing, celestial bequeathment, crazed experiment, or skillful craft, this weapon has been enhanced to bring more bloodshed by the bearer.

\n

You have a bonus to attack and damage rolls made with this magic weapon.

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A whistle can produce specific noise. It can be heard half a mile away.

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False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.

\n

Actions

\n

Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws.

\n

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

\n

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

\n

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While the gargoyle remains motion less, it is indistinguishable from an inanimate statue.

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The gargoyle makes two attacks: one with its bite and one with its claws.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The Gargoyle attacks with its Bite.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

The Gargoyle attacks with its Claws.

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Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.

\n

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On each of its turns, the spy can use a bonus action to take the dash, disengage, or hide action.

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The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

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The spy makes two melee attacks.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

\n

The Spy attacks with their Shortsword.

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Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

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The Spy attacks with their Hand Crossbow.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage.

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The Bulette attacks with its Bite.

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The bulette's long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start.

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If the bulette jumps at least 15 ft. as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures.

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Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.

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\n

If the bulette jumps at least 15 ft. as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must make a Strength or Dexterity saving throw (target's choice) or be knocked prone.

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Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.

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Token artwork by Forgotten Adventures.

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On each of its turns, the spy can use a bonus action to take the dash, disengage, or hide action.

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The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

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The spy makes two melee attacks.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

\n

The Spy attacks with their Shortsword.

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Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

\n

The Spy attacks with their Hand Crossbow.

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Token artwork by Forgotten Adventures.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage.

\n

The Bulette attacks with its Bite.

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The bulette's long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start.

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\n

If the bulette jumps at least 15 ft. as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures.

\n

Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.

\n
\n

If the bulette jumps at least 15 ft. as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must make a Strength or Dexterity saving throw (target's choice) or be knocked prone.

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The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.

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The drider's innate powercasting ability is Wisdom (power save DC 13). The drider can innately cast the following powers, requiring no material components:

\n

At will: dancing lights

\n

1/day each: darkness, faerie fire

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You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this power, and a light winks out if it exceeds the power's range.

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Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

\n

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

\n

If any of this power's area overlaps with an area of light created by a power of 2nd level or lower, the power that created the light is dipowered.

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Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the power is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

\n

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

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The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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The drider ignores movement restrictions caused by webbing.

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The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.

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\n

Melee Weapon Attack:+6 to hit,, 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.

\n

The Drider attacks with its Bite.

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\n

Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

\n

The Drider attacks with its Longsword.

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\n

Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.

\n

The Drider attacks with its Longbow.

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The merrow can breathe air and water.

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The merrow makes two attacks: one with its bite and one with its claws or harpoon.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

The Merrow attacks with its Bite.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

The Merrow attacks with its Claws.

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Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.

The Merrow attacks with its Harpoon. If the target is a Huge or smaller creature, it must make a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.

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\n

Experts in poisons: Check.  Beholden to ancient evils: Check.  Can see you in the dark: Check.  Now let me ask you this… why are you wanting to go stir up a nest of Drow?
- a subterranean guide.

\n
\n

Drow were once the very same elves of the woods and cities we are more commonly aware of; however, a schism within the belief structures of various elvish factions forced a sect of elvenkind to flee below the surface of the world and take refuge within the massive subterranean caverns they found there.  Within the caves their skin darkened to a deep pitch black and their hair faded to shades of white and silver.  These elves, thin and regal in posture, became known as simply the Drow.  As centuries passed beneath the world’s crust, the Drow adapted to their new surroundings in notable ways.

\n

You Think the Darkness is your Ally? The Drow’s elven eyes, once adapted to see for miles in the bright sunlight, grew pale without the nourishment of the light and transformed into orbs keen at seeing anything within the pitch darkness of the underground.  Drow have also learned to use the darkness to their advantage and may even creep to the surface world under the cover of night’s shadows to carry out raids upon villages nearby.  This adaptation has not come without cost, however, as the Drow’s skin and eyes can no longer stand the burning sun.  This forces the dark elves to utilize the night or sufficiently cover themselves to avoid the sun’s glare.  Drow do still retain some of their elvish arcane abilities as they may not be charmed or forced to sleep by powerwork.  Many Drow females (as Drows exist in a matriarchy) are also skilled sorcerers and priestesses who primarily choose to side with gods on the more sinister side of the pantheon.  Other clever Drow have worked out methods of distilling certain poisons from underground mushrooms and creatures who lurk upon the cavern walls.  These toxins are well known amongst connoisseurs of poisons for both their availability as well as their legendary potency.  It is not uncommon for all soldiers in a Drow army to be equipped with at least one vial of potent poison.

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The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.

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The drow's powercasting ability is Charisma (power save DC 11). It can innately cast the following powers, requiring no material components:

\n

At will: dancing lights

\n

1/day each: darkness, faerie fire

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Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

\n

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

\n

If any of this power's area overlaps with an area of light created by a power of 2nd level or lower, the power that created the light is dipowered.

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Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the power is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

\n

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

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You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this power, and a light winks out if it exceeds the power's range.

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While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The Drow attacks with its Shortsword.

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Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

The Drow attacks with its Hand Crossbow. The target must make a Constitution saving throw.

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Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

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The dragon can breathe air and water.

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If the dragon fails a saving throw, it can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legres.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_18.jpg","effects":[]},{"_id":"J1T00n4aCL5ybwJS","name":"Multiattack","type":"feat","data":{"description":{"value":"

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"17bKqeydGVM0tR6p","name":"Bite","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+16 to hit,, 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.

The Ancient Bronze Dragon attacks with its Bite.

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Melee Weapon Attack:+16 to hit,, 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

The Ancient Bronze Dragon attacks with its Claw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"Vu2UkFmxzWB17KtN","name":"Tail","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+16 to hit,, 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

The Ancient Bronze Dragon attacks with its Tail.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":600000,"flags":{},"img":"systems/sw5e/icons/skills/blood_08.jpg","effects":[]},{"_id":"QUlBJuNL7JOevT7b","name":"Frightful Presence","type":"feat","data":{"description":{"value":"

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"cha","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":20,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/red_02.jpg","effects":[]},{"_id":"oVxtfa5RF6ibpTIt","name":"Breath Weapons","type":"feat","data":{"description":{"value":"
\n

The dragon uses one of the following breath weapons.

\n

**Lightning Breath.** The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

\n

**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

\n
\n

The dragon breathes in!

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":5,"charged":true},"attunement":0},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/ice_11.jpg","effects":[]},{"_id":"X15z14jf8Wmtjz2i","name":"Lightning Breath","type":"feat","data":{"description":{"value":"
\n

**Lightning Breath.** The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":120,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["16d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":23,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/blue_21.jpg","effects":[]},{"_id":"e2kQ63WuGtictHXG","name":"Repulsion Breath","type":"feat","data":{"description":{"value":"
\n

**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

\n
\n

The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must make a Strength saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":23,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/skills/blue_06.jpg","effects":[]},{"_id":"YNplj2D0sAC6OT7z","name":"Change Shape","type":"feat","data":{"description":{"value":"

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

\n

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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The dragon makes a tail attack.

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The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 ([[/r 2d6+9]]) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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A highly developed sea creature, the octopus is a common fixture of the seas and coastlines. These octopods resemble nothing more than a wet piece of bulbous taffy with eight sprawling tentacles slithering out of its central body. Upon this gelatinous body lie two observant eyes and were one to look underneath the creature they would find a sharpened bird-like beak ready to steal a probing finger away. Octopi are solely waterborne animals due to their inability to breathe air, though with effort they may remain upon land for very short durations. Sailors find pleasure in attempting to take these intelligent beasts for pets, only to find that the octopus has escaped whatever confines it was stored in time and time again. As long as an opening is as wide as its hard chitinous beak, the moldable octopus’ body will follow into inconceivably tight spaces.

\n

Many breeds of octopus also bear special pigmentation cells which expand and contract to change their body’s color. This provides the octopus with an advantage when hunting for its prey of fish and crabs as they can blend in almost seamlessly with the ocean floor or a bed of coral. Rather than outright fight (unless left with no choice) the octopus has the unique defense of spraying a cloud of ink from the underside of its body to blind its foes and make a speedy escape. Do consider the octopus as a worthy familiar form should you find yourself at sea for an extended time!

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 1 bludgeoning damage.

The target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.

The Octopus attacks with its Tentacles. The target is grappled . Until this grapple ends, the octopus can't use its tentacles on another target.

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While out of water, the octopus can hold its breath for 30 minutes.

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The octopus has advantage on Dexterity (Stealth) checks made while underwater.

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The octopus can breathe only underwater.

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A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

A 5-foot-radius cloud of ink extends all around the octopus if it is underwater.

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Token artwork by Forgotten Adventures.

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The crocodile can hold its breath for 30 minutes.

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The crocodile makes two attacks: one with its bite and one with its tail.

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Melee Weapon Attack:+8 to hit,, 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.

\n

The target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

\n
\n

The Giant Crocodile attacks with its Bite. If successful, the target is grappled. Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

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Melee Weapon Attack:+8 to hit,, 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage.

\n

If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

\n
\n

The Giant Crocodile attacks with its Tail. If the target is a creature, it must make a Strength saving throw.

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The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover.

A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful Strength check.

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Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

Even when the cube is in plain sight, it takes a successful Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 10 (3d6) acid damage.

The Gelatinous Cube attacks with its Pseudopod.

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The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

Whenever the cube enters a creature's space, the creature must make a Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

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Token artwork by Forgotten Adventures.

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The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover.

A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful Strength check.

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Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

Even when the cube is in plain sight, it takes a successful Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 10 (3d6) acid damage.

The Gelatinous Cube attacks with its Pseudopod.

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The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

Whenever the cube enters a creature's space, the creature must make a Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

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The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).

\n
\n

The erinyes's weapon attacks are magical and deal extra poison damage on a hit (included in the attacks).

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Melee Weapon Attack:+8 to hit,, 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage.

The Erinyes attacks with its Longsword.

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The erinyes adds 4 to its AC against one melee Attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.

The erinyes adds 4 to its AC against one melee Attack that would hit it.

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The erinyes has advantage on saving throws against powers and other magical effects.

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Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

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\n

Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage.

\n

The target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration power or similar magic.

\n
\n

The Erinyes attacks with its Longbow. The target must make a Constitution saving throw.

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The erinyes makes three attacks.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Melee Weapon Attack:+11 to hit,, 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.

The Adult White Dragon attacks with its Bite.

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Melee Weapon Attack:+11 to hit,, 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

The Adult White Dragon attacks with its Claw.

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The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a Constitution saving throw.

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The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+11 to hit,, 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

The Adult White Dragon attacks with its Tail.

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The dragon makes a tail attack.

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The dragon makes a tail attack.

\n
\n

The dragon slams its long tail against its foe!

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Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

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The giant makes two greatsword attacks.

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Melee Weapon Attack:+11 to hit,, 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.

The Fire Giant attacks with its Greatsword.

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Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.

The Fire Giant attacks with its Rock.

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Deer are animals not uncommon to a variety of environments be it the frozen tundra or pleasant meadows of the countryside. These hardy ruminant beasts ranging from four and a half to nearly seven feet in height and subsist primarily upon the leaves of the forest floor and plants of the plains. Deer present with noticeable sexual dimorphism; the males or “bucks” brandish large multi-pronged racks of antlers upon their heads which they shed and regrow annually. Female deer, or “does”, lack the antlers of their male counterparts but are no less hardy when it comes to defending their herds.

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Oh Deer, oh Deer. Deer are commonly docile creatures who will often flee at the first sight of any humanoid wandering into their domain. However, should you be unfortunate enough to encounter a buck during their mating season, you should consider taking a different path. Male deer’s antlers can easily pierce weaker armor and flesh, tearing through a body as easily as a spear. Should you walk too close to a doe’s precious children (or fawns) you will most assuredly experience the taste of the mother’s hardened hooves upon you packing an uncanny amount of force for such nimble frames. Deer, when an adventurer’s survival is considered, are best hunted from a distance to avoid these vicious melee defenses. The deer’s meat, called “venison”, is mildly gamey though tasty and filling all the same, and the beasts’ hides can be used for warmth or shelter in times of great need.

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The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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The vulture makes two attacks: one with its beak and one with its talons.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

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The Giant Vulture attacks with its Beak.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

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The Giant Vulture attacks with its Talons.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

\n

The target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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The Giant Wasp attacks with its Sting. The target must make a Constitution saving throw.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

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Melee Weapon Attack:+3 to hit,, 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

\n

The Swarm of Spiders attacks with a flurry of Bites.

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The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.

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The swarm ignores movement restrictions caused by webbing.

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\n

No, no you wouldn’t really expect ‘em to be so scary, but they are!  They’re bigger than your average whitetail buck n’ twice as nasty should they get in close with them big antlers.  Oh, and the sound they make!  Like the wailing of a banshee, ringing through the entire damned forest in the dead of night.  Don’t you laugh at me!  Don’t you laugh...  You wait for when you hear it on a cold winter’s night and it’ll be you sittin’ in your own piss wishin’ you’d listened to me.
A traveling hunter near Blisterrock Stead.

\n
\n

Standing five feet tall and weighing upwards of 700 pounds, elk are the largest species of deer found within the natural world.  To the untrained eye, elk simply look much like a gigantic deer as males retain the characteristic pronged antlers (females bearing none) as their smaller cousins.  There are, however, a few differences between the two creatures.  The most notable difference is in vocalization as elk favor a series of bugles or shrieks which echo loudly throughout the forest.  These bugling vocalizations signal the arrival of mating season (called a rut) in which dominant males will battle between themselves with sharpened antlers for a female’s favor.  Should you hear the keening cry of the elk in a silent forest, may I advise you that you should best turn back lest you are ready for a pheromone addled fight to the end.

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\n

If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage.

\n

If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

\n
\n

If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

\n

The Elk attacks with its Ram.

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Melee Weapon Attack:+5 to hit,, 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.

\n

The Elk attacks with its Hooves.

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The lizardfolk can hold its breath for 15 minutes.

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The lizardfolk makes two melee attacks, each one with a different weapon.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The Lizardfolk attacks with its Bite.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

The Lizardfolk attacks with its Heavy Club.

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Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The Lizardfolk attacks with its Javelin.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The Lizardfolk attacks with its Spiked Shield.

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Token artwork by Forgotten Adventures.

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The lizardfolk can hold its breath for 15 minutes.

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The lizardfolk makes two melee attacks, each one with a different weapon.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The Lizardfolk attacks with its Bite.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

The Lizardfolk attacks with its Heavy Club.

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Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The Lizardfolk attacks with its Javelin.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The Lizardfolk attacks with its Spiked Shield.

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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.

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The djinni's innate powercasting ability is Charisma (power save DC 17, +9 to hit with power attacks). It can innately cast the following powers, requiring no material components:

\n

At will: detect evil and good, detect magic, thunderwave

\n

3/day each: create food and water (can create wine instead of water), tongues, wind walk

\n

1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift

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The djinni makes three scimitar attacks.

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Melee Weapon Attack:+9 to hit,, 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).

The Djinni attacks with its Scimitar.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"],["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":400000,"flags":{},"img":"systems/sw5e/icons/items/weapons/sword-curved.jpg","effects":[]},{"_id":"nE7YNnVM7srBcdfl","name":"Create Whirlwind","type":"feat","data":{"description":{"value":"
\n

A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a power).

\n

Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.

\n

A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

\n
\n

A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. Any creature but the djinni that enters the whirlwind must make a Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"width":null,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":18,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":500000,"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-3.jpg","effects":[]},{"_id":"12F9jsk5bwHWwzTc","name":"Detect Evil and Good","type":"power","data":{"description":{"value":"

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-2.jpg","effects":[]},{"_id":"MgOLRmnzt639f7mi","name":"Detect Magic","type":"power","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"fupKtHSjemPpA4Yg","name":"Thunderwave","type":"power","data":{"description":{"value":"

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

\n

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the power’s effect, and the power emits a thunderous boom audible out to 300 feet.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":17,"scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/lightning-jade-1.jpg","effects":[]},{"_id":"9MLQ3Ng0HcZnAD2D","name":"Create Food and Water","type":"power","data":{"description":{"value":"

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

\n

(Can create wine instead of water)

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/leaf-jade-1.jpg","effects":[]},{"_id":"e0UvEpYvUAB6QKZT","name":"Tongues","type":"power","data":{"description":{"value":"

This power grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"div","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A small clay model of a ziggurat","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/light_07.jpg","effects":[]},{"_id":"isSWgaXQIGNdwFmk","name":"Wind Walk","type":"power","data":{"description":{"value":"

You and up to ten willing creatures you can see within range assume a g⁠aseous form for the Duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance⁠ to damage from nonmagical weapons⁠. The only Actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is Incapacitated and can’t move. Until the power ends, a creature can revert to cloud form, which also requires the 1-minute transformation.

\n

If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.

","chat":"","unidentified":""},"source":"PHB pg. 288","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":11,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":6,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"Fire and holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-2.jpg","effects":[]},{"_id":"gr4aC1723KRzCJ5z","name":"Conjure Air Elemental","type":"power","data":{"description":{"value":"

You call forth an air elemental servant. Choose an area of air that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the power ends.

\n

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

\n

If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it.

\n

Higher Levels. When you cast this power using a power slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 225","activation":{"type":"minute","cost":1,"condition":"an area of air, earth, fire, or water that fills a 10-foot cube within range"},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"space"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"Burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-orange-3.jpg","effects":[]},{"_id":"XQbIw2p5jc8Tt5if","name":"Creation","type":"power","data":{"description":{"value":"

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within 'range': soft goods, rope, wood, or something similar. You can also use this power to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

\n

The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.

\n\n

Using any material created by this power as another power’s material component causes that power to fail.

\n

Higher Levels. When you cast this power using a power slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.

","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":5,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A tiny piece of matter of the same type of the item you plan to create.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-eerie-3.jpg","effects":[]},{"_id":"3B2oEhVu60epBmkY","name":"Gaseous Form","type":"power","data":{"description":{"value":"

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The power ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

\n

While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

\n

While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast powers.

","chat":"","unidentified":""},"source":"PHB pg. 244","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A bit of gauze and a wisp of smoke","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-acid-2.jpg","effects":[]},{"_id":"NFJn1gbhWtQ3o43T","name":"Invisibility","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The power ends for a target that attacks or casts a power.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"An eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-sky-2.jpg","effects":[]},{"_id":"axNcXrcFcnJ8K151","name":"Major Image","type":"power","data":{"description":{"value":"

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A bit of fleece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-magenta-2.jpg","effects":[]},{"_id":"1tGcR6Ss7OuDagaA","name":"Plane Shift","type":"power","data":{"description":{"value":"

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this power can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this power to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee power attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":8,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":17,"scaling":"power"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-3.jpg","effects":[]}],"effects":[]} 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The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

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\n

Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

\n

The Half-Red Dragon Veteran attacks with its Longsword.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

The Half-Red Dragon Veteran attacks with its Shortsword.

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Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

The Half-Red Dragon Veteran attacks with its Heavy Crossbow.

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The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

The veteran exhales fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw.

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Centaurs are primarily found on plains and in forests, roaming in herds and hunting in large groups. Equine creatures with the upper-bodies of men and women extending from the neck, they are known for their strength and praised as bold hunters.

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\n

Melee Weapon Attack:+6 to hit,, 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

\n

The Centaur attacks with its Pike.

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\n

Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

\n

The Centaur attacks with its Hooves.

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\n

Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

\n

The Centaur attacks with its Longbow.

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The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.

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\n

If the centaur moves at least 30 ft. straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.

\n

If the centaur moves at least 30 ft. straight toward a target and then hits it with a pike attack on the same turn, the target takes extra piercing damage.

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\n

\"... I still have the damnable sting blisters from their catapults. WASPS! WHAT CREATURE PUTS WASPS IN BAGS AND THROWS THEM AT YOU?! Next Kobold I see I'm turning to paste…\"
- Guard Captain Nathaniel Greenbow, interviewed for this bestiary.

\n
\n

Kobolds are conniving, cowardly humanoids of a reptilian appearance who infest the dungeons, catacombs, and caverns of our world. Appearing as tiny dragonoids with scaled flesh and crocodile-like snouts, Kobolds are perhaps more clever than their outward appearance would lead one to believe. Within their tiny heads (as the creatures stand no more than two and a half feet tall) lies a brain churning with myriad ideas, though many include idiotically dangerous schemes. It is not uncommon for many Kobolds to perish before their first complete decade of life.

\n

Mob Mentality. Kobolds, much like rodents, breed at an astonishingly quick rate as compared to other humanoid species. Egg-layers like their draconic kin, Kobolds mature rapidly upon emerging from their shells, and assume their place within the ranks of their chittering society. Even upon reaching maturity, however, the Kobold is still a weak creature causing the colonies to stick together when exploring or hunting. Though Kobolds may defeat larger foes with sheer numbers, it is often at the cost of massive casualties on the Kobold's side. This, of course, hardly deters the resentful Kobolds, who have more eggs incubating away with the next infantry reinforcements just moments away from joining the fold.

\n

Launch the Centipult. Stupid yet clever, Kobolds truly excel at two things: burrow-making and creating traps for unwary adventurers. Traps, of course, are the Kobold's speciality and they take relish in littering their lairs with copious defenses hewn from the natural resources of their home. Perhaps crushing logs were torn from the rafter struts of an abandoned temple, or carnivorous insects were placed into dropping ceramic pots to smash down upon foolish intruders. Never underestimate the ability of a Kobold to find some unsuspected way to impede your progress.

\n

Trade Offs. Though strong in numbers, Kobolds may be defeated in several ways. Firstly, the creatures are born and mature within near total darkness, thus the sun weakens them and blinds their sensitive eyes. Kobolds are also nigh defenseless without the aid of their allies at their backs; often a lone Kobold with attempt to scurry away should they be caught out without their pack. Greedy and determined when it comes to self-preservation, Kobolds may be easily manipulated with smooth talk or a shiny trinket to line their pockets. Draconic in nature as well, the scuttling dragonoids can be used as crude translators of the dragon's tongue should you require such services on your journey.

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While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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The Kobold attacks with its Dagger.

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Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

The Kobold attacks with its Sling.

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Weasels dwell in a variety of locations from snowy tundra, to pine forests, to the open flowery plains of our planet. Weasels are tiny, long bodied mammals reaching approximately eight inches in length and bearing coat colorations ranging from chestnut brown to pale white. The weasel’s long body allows it to easily wedge itself into a rodent’s burrow and pull the critter out for a tasty meal. Weasels make quite effective pest controllers in their territories as they eat multitudes of rodents annually. These little cleaners are, however, often considered to be pests in their own right; farmers across the countryside report that their poultry is killed or stolen away by sneaky weasels making their way into their chicken coops. While not the most deadly mammal in the world, the weasel does pack a nasty, sharp-toothed bite. Keep your curious fingers out of any small rodent burrows you find, lest you end up provoking a weasel during his well-earned meal.

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The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

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The Giant Weasel attacks with its Bite.

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Token artwork by Forgotten Adventures.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage.

\n

The target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

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The Crocodile attacks with its Bite. If successful, the target is grappled. Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

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The crocodile can hold its breath for 15 minutes.

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\n

Author’s Note:  Please see below the entry for “Rat” which will suffice for the description of this creature.  Please note that “Swarms” function slightly differently in combat than singular creatures.  Please use the rules for “Swarms” befitting your particular game system.

\n
\n

Denizens of filth, scavengers in our sewers, and vectors of contaigens, no singular animal may present such an impact upon humanoid life as does the rat.  Common place from the sprawling urban metropolis to the tiny barn of a poor farmer, rats inhabit every nook and cranny they may scurry in to.  These small rodents, who can range in size from no bigger than your palm to the length of a forearm (with tail included) are quite ingenious little thieves.  Rats are able to compress their bodies in such a manner that they can fit through spaces as small as the gap in the bottom of your door.  Able to swim and navigate in the dark, some rats have been observed climbing out of small plumbing pipes, having scampered through the length of the tunnel to make it inside a merchant’s abode.

\n

Rats Off to You. While many may dismiss the rat as nothing more than a common pest, even those not utilized as magical familiars are highly intelligent little creatures.  Researchers have observed rats completing complex mazes, solving lever-action puzzles, and understanding the world around them to a degree unseen in other animals.  A clever street-dweller could certainly train a rat to filch food or a few shiny coins from an unwatched coin purse, should the rat get adequate reward itself.  Do be wise in your selection of companion, however, as some rats carry deadly diseases from insects that nestle in their short fur.  Along with its sharp, clinging claws, the rat packs a powerful bite thanks to its elongated incisor teeth.  Be observant, young hero, should you see a rat nearby, for the simple creature may house a secret within its black, unblinking eyes.

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The swarm has advantage on Wisdom (Perception) checks that rely on smell.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

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Melee Weapon Attack:+2 to hit,, 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

\n

The Swarm of Rats attacks with a flurry of Bites.

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The ground in a 10-foot radius around the mouther is doughlike difficult terrain.

Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

The ground in a 10-foot radius around the mouther is doughlike difficult terrain. make a Strength saving throw.

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The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn.

On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

The mouther babbles incoherently while it can see any creature. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a Wisdom saving throw.

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The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.

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Melee Weapon Attack:+2 to hit,, 5 ft., one creature. Hit: 17 (5d6) piercing damage.

If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.

The Gibbering Mouther attacks with its Bites. If the target is Medium or smaller, it must make a Strength saving throw or be knocked prone.

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The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact.

Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.

The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must make a Dexterity saving throw.

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Token artwork by Forgotten Adventures.

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The ground in a 10-foot radius around the mouther is doughlike difficult terrain.

Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

The ground in a 10-foot radius around the mouther is doughlike difficult terrain. make a Strength saving throw.

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The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn.

On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

The mouther babbles incoherently while it can see any creature. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a Wisdom saving throw.

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The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.

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Melee Weapon Attack:+2 to hit,, 5 ft., one creature. Hit: 17 (5d6) piercing damage.

If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.

The Gibbering Mouther attacks with its Bites. If the target is Medium or smaller, it must make a Strength saving throw or be knocked prone.

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The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact.

Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.

The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must make a Dexterity saving throw.

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This two handed bow is somewhat smaller than the traditional longbow variant, making it well suited for rapid attacks while on the move or mounted from horseback.

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A medium sized blade with a firm crossguard and a leather-wrapped handle. A versatile weapon which makes up in versatility what it lacks in reach.

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The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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The satyr has advantage on saving throws against powers and other magical effects.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.

The Satyr attacks with its Ram.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

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The Giant Eagle attacks with its Beak.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

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The Giant Eagle attacks with its Talons.

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Melee Weapon Attack:+8 to hit,, 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

The Hill Giant attacks with its Greatclub.

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Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.

The Hill Giant attacks with its Rock.

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When the job of lugging lumber or trucking trade goods down a country road is simply too much for a humanoid to bear, they may find solace in the knowledge that there is a loyal, stalwart beast ready to shoulder the heavy load for them: the draft horse.  Draft horses are a breed of horse who are more readily acclimated to rugged terrain and bearing great weights.  Often covered in thicker fur to survive in more difficult climates than their short haired brethren, draft horses have stout, powerful legs and gargantuan hooves adept at clinging to the loose gravel of a mountain trail.  Many breeds of draft horse exist within the world, so the picky merchant is never without option should they entertain the idea of purchasing such a beast.  The draft horse is capable of moving loads up to 540 lbs and may easily pull a cart laden with adventurers and their spoils down the open road should they become lazy in their victories.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

\n

The Draft Horse attacks with its Hooves.

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Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

\n

The Frost Giant attacks with its Rock.

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This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

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Melee Weapon Attack:+9 to hit,, 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.

The Frost Giant attacks with its Greataxe.

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The giant makes two greataxe attacks.

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Wreathed in fantastical golden filigree with incense twirling through the atrium, the pillars of the Solarium glittered, bathed in the warmth of the Sun Lord’s light.  From a singular hole hewn into the domed ceiling of the temple, the sunlight poured in as if it were a rushing waterfall meant to drown us all in the bright corona. I strayed from my mentor, a priest in his middle years with a soft voice and ring of grey-dappled hair about a balding head, to approach a statue set aside within a shadowed alcove.  It depicted our god in his humanoid form, an elderly man standing strictly at attention, his wild hair hanging as long as his chest length beard, a staff topped with a stern faced sun clutched in his hand.  I knelt, still only fourteen, before this statue and began to pray right then.  The next six years of my acolyte training would be nothing but a blessing, I knew. 
“The Gleaming Star”, by Bishop Bernard Portis.

\n
\n

Acolytes are those devoted followers of a particular goddess or god who have decided to take on the mantle of the clergy to better serve their chosen deity.  Often no older than teenagers (though some acolytes begin later in their lives) acolytes are trained for a number of years (typically between three to ten) depending on the strictures of their deity’s doctrines.  During their time they memorize and study all written materials concerning their deity and their teachings, learn magics (be they healing or harmful) gifted to the acolytes by their deities, and often go out into their community to provide aid to those in need or proselytize the words of their goddess or god.  Though not every acolyte climbs the ranks into full fledged priesthood, many remain highly dedicated to the church and remain to serve as life-long acolytes working closely with the lay community outside the temple walls.

\n

Recall that acolytes are trained in the arcane ways of their chosen deities.  This being the case, acolytes rarely receive sufficient martial training in comparison to the paladin ranks of the temple (unless expressly dictated otherwise by their deity’s teachings).  This being the case, the acolyte is able to unleash some basic divine magic in order to both defend themselves and allies or to call upon their patron deity for aid for injured parties.  Typically expelled in a gleaming shower of golden sparks and dazzlingly vibrant lights, the magic of the gods is truly something special, even at such a base nature.  Powers such as Cure Wounds, Sacred Flame, or Sanctuary are all practiced by acolytes early on into their divine studies.  Acolytes can make handy allies should you be in need of divine protection or a field medic for an injured compatriot.  Be sure to mind your acolyte well, however, as their powerwork can easily be interrupted if they are forced into a melee fight with a band of slavering gnolls.

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\n

The acolyte is a 1st-level powercaster. Its powercasting ability is Wisdom (power save DC 12, +4 to hit with power attacks). The acolyte has following cleric powers prepared:• Cantrips (at will): light, sacred flame, thaumaturgy• 1st level (3 slots): bless, cure wounds, sanctuary

\n
\n

The acolyte is a powercaster. Its powercasting ability is Wisdom.

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You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":12,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-sky-1.jpg","effects":[]},{"_id":"lCbFAxmmdZq5iNPI","name":"Sacred Flame","type":"power","data":{"description":{"value":"

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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You create one of the following magical effects within range:

\n\n

If you cast this power multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

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You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll 1d4 and add the number rolled to the attack roll or saving throw.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

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A creature you touch regains a number of hit points equal to 1d8 + your powercasting ability modifier. This power has no effect on undead or constructs.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

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You ward a creature within range against attack. Until the power ends, any creature who targets the warded creature with an attack or a harmful power must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power doesn't protect the warded creature from area effects, such as the explosion of a Fireball.

\n

If the warded creature makes an attack or casts a power that affects an enemy creature, this power ends.

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\n

Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

\n

The Acolyte attacks with their Club.

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The harpy makes two attacks: one with its claws and one with its club.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

The Harpy attacks with its Claws.

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\n

Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

\n

The Harpy attacks with its Club.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":0.1,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"lgt":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true,"attributes":{"powerdc":10}},"sort":3200000,"flags":{},"img":"systems/sw5e/icons/items/weapons/club-spikes.jpg","effects":[]},{"_id":"QeobH0xuWk2yWmsb","name":"Luring Song","type":"feat","data":{"description":{"value":"
\n

The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.

\n

While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.

\n

A target that successfully saves is immune to this harpy's song for the next 24 hours.

\n
\n

The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must make a Wisdom saving throw. A creature can also repeat the saving throw at the end of each of its turns.

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Token artwork by Forgotten Adventures.

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The harpy makes two attacks: one with its claws and one with its club.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

The Harpy attacks with its Claws.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

\n

The Harpy attacks with its Club.

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The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.

\n

While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.

\n

A target that successfully saves is immune to this harpy's song for the next 24 hours.

\n
\n

The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must make a Wisdom saving throw. A creature can also repeat the saving throw at the end of each of its turns.

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The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid.

Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

The wererat can use its action to polymorph, or return to its true form.

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The wererat has advantage on Wisdom (Perception) checks that rely on smell.

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The wererat makes two attacks, only one of which can be a bite.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.

The Wererat attacks with its Bite. If the target is a humanoid, it must make a Constitution saving throw.

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\n

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

\n
\n

The Wererat attacks with its Hand Crossbow.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

\n
\n

The Wererat attacks with its Shortsword.

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Token artwork by Forgotten Adventures.

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The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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The thug makes two melee attacks.

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Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

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The Thug attacks with their Heavy Crossbow.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

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The Thug attacks with their Mace.

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Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.

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Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

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The knight makes two melee attacks.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

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The Knight attacks with its Greatsword.

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Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

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The Knight attacks with its Heavy Crossbow.

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For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

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The knight adds 2 to its AC against one melee Attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

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\n

The knight adds 2 to its AC against one melee Attack that would hit it.

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The knight has advantage on saving throws against being frightened.

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Seahorses are one of the most docile and beautiful creatures in all of our oceans. Seahorses sport a narrow, long body ending in a curled tail with which they cling to sea plants. The seahorse’s head is long and narrow (resembling its land-dwelling namesake) tipped with a flute-like nose. Seahorses lack many of the supportive fins in comparison to other sea creatures, rather they have one long fin along their spine and two miniscule fins on opposite sides of their torsos which allow the tiny creatures to propel themselves through the water. Unfortunately these docile creatures do not make the best familiar choices as they only inhabit tropical, shallow waters to utilize the cover of corals for protection. Seahorses should be observed and enjoyed, but I would advise endangering your familiar by placing it into this beautiful little form.

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The sea horse can breathe only underwater.

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Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked Prone. If the target is Prone, the tiger can make one bite attack against it as a bonus action.

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Actions

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Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

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Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

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The tiger has advantage on Wisdom (Perception) checks that rely on smell.

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If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone.

\n

If the target is prone, the panther can make one bite attack against it as a bonus action.

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If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must make a Strength saving throw.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

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The Tiger attacks with its Bite.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

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The Tiger attacks with its Claw.

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Melee Weapon Attack:+7 to hit,, 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

The Young Brass Dragon attacks with its Bite.

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\n

The dragon uses one of the following breath weapons.

\n

**Fire Breath.** The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.

\n

**Sleep Breath.** The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

\n
\n

The dragon breathes in!

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":5,"charged":true},"attunement":0},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/fire_05.jpg","effects":[]},{"_id":"oXGdDIdmBZe6g4Uo","name":"Fire Breath","type":"feat","data":{"description":{"value":"
\n

**Fire Breath.** The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":"Breath weapon must be charged"},"duration":{"value":null,"units":"inst"},"target":{"value":40,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":14,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/fire_05.jpg","effects":[]},{"_id":"JPo2TKHFQ4pJKZqr","name":"Sleep Breath","type":"feat","data":{"description":{"value":"
\n

**Sleep Breath.** The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

\n
\n

The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":"Breath Weapon must be charged"},"duration":{"value":null,"units":"inst"},"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":14,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/light_01.jpg","effects":[]},{"_id":"YHom7FFObzrKEBLQ","name":"Claw","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

The Young Brass Dragon attacks with its Claw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"oyNvUJRyGRVF22t8","name":"Multiattack","type":"feat","data":{"description":{"value":"

The dragon makes three attacks: one with its bite and two with its claws.

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For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-2.jpg","effects":[]},{"_id":"Dr4cGcqsYMTi7qHd","name":"Druidcraft","type":"power","data":{"description":{"value":"

Whispering to the spirits of Nature, you create one of the following Effects within range:

\n","chat":"","unidentified":""},"source":"PHB pg. 236","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-jade-1.jpg","effects":[]},{"_id":"w4lWgsWHbGMdLkAo","name":"Pass without Trace","type":"power","data":{"description":{"value":"

A veil of shadows and Silence radiates from you, masking you and your companions from detection. For the Duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

","chat":"","unidentified":""},"source":"PHB pg. 264","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-air-1.jpg","effects":[]},{"_id":"arOfxCz5ASKVxw8U","name":"Calm Emotions","type":"power","data":{"description":{"value":"

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

\n

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed. When the power ends, the creature becomes hostile again, unless the DM rules otherwise.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":14,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"IJ6p0c0QNJpaZ2F0","name":"Dispel Evil and Good","type":"power","data":{"description":{"value":"

Shimmering energy surrounds and protects you from fey, Undead, and creatures originating from Beyond the Material Plane. For the Duration, Celestials, Elementals, fey, Fiends, and unde⁠ad have disadvantage on Attack rolls against you.

\n

You can end the power early by using either of the following spe⁠cial functions.

\n

Break Enchantment. As your action, you touch a creature you can reach that is Charmed, Frightened, or possessed by a Celestial, an elemental, a fey, a fiend, or an Undead. The creature you touch is no longer char⁠med, fright⁠ened, or possessed by such creatures.

\n

Dismissal. As your action, make a melee power Attack against a Celestial, an elemental, a fey, a fiend, or an Undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, unde⁠ad are sent to the Shadowfell, and fey are sent to the Feywild.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":14,"scaling":"power","value":""},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-3.jpg","effects":[]},{"_id":"oSSTtEGfLr6l3oEv","name":"Entangle","type":"power","data":{"description":{"value":"

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the Duration, these Plants turn the ground in the area into difficult terrain.

\n

A creature in the area when you cast the power must succeed on a Strength saving throw or be Restrained by the entangling Plants until the power ends. A creature restra⁠ined by the plant⁠s can use its action to make a Stren⁠gth check against your power save DC. On a success, it frees itself.

\n

When the power ends, the conjured Plants wilt away.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":14,"scaling":"power"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-acid-2.jpg","effects":[]},{"_id":"iWDQPwdffkW06c2Y","name":"Charge","type":"feat","data":{"description":{"value":"

If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage.

If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes extra piercing damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","piercing"]],"versatile":""},"formula":"","save":{"ability":"str","dc":15,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1400001,"flags":{},"img":"systems/sw5e/icons/skills/red_23.jpg","effects":[]},{"_id":"8yPzMeXvBJC2POQK","name":"Innate Powercasting","type":"feat","data":{"description":{"value":"

The unicorn's innate powercasting ability is Charisma (power save DC 14). The unicorn can innately cast the following powers, requiring no components:

\n

At will: detect evil and good, druidcraft, pass without trace

\n

1/day each: calm emotions, dispel evil and good, entangle

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1500001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"MW3V6fHknXOLuVxU","name":"Magic Resistance","type":"feat","data":{"description":{"value":"

The unicorn has advantage on saving throws against powers and other magical effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1600001,"flags":{},"img":"systems/sw5e/icons/skills/blue_18.jpg","effects":[]},{"_id":"hyiKyfKiplfTQ0ZX","name":"Magic Weapons","type":"feat","data":{"description":{"value":"

The unicorn's weapon attacks are magical.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1700001,"flags":{},"img":"systems/sw5e/icons/skills/violet_04.jpg","effects":[]},{"_id":"vnAmgF7ZkpmDIJSc","name":"Multiattack","type":"feat","data":{"description":{"value":"

The unicorn makes two attacks: one with its hooves and one with its horn.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1800001,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"f7m44y4TqYYcunMj","name":"Hooves","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

The Unicorn attacks with its Hooves.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+@mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1900001,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-hoof.jpg","effects":[]},{"_id":"ORrGdhTLKLTKK3BH","name":"Horn","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 8 (1d8 + 4) piercing damage.

The Unicorn attacks with its Horn.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+@mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":2000001,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-tusk.jpg","effects":[]},{"_id":"uCaHWOOBeJEyR1ay","name":"Healing Touch","type":"feat","data":{"description":{"value":"

The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+2","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":2100001,"flags":{},"img":"systems/sw5e/icons/skills/light_03.jpg","effects":[]},{"_id":"W5ceTePXIPlUuiEY","name":"Teleport","type":"feat","data":{"description":{"value":"

The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":1,"long":null,"units":"mi"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":2200001,"flags":{},"img":"systems/sw5e/icons/powers/runes-magenta-3.jpg","effects":[]},{"_id":"uGNhUMAmD8L5AD1M","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The unicorn can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.

\n
\n

The unicorn can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":2300001,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"A9f9DUM9Sh0qLYlF","name":"Lair Actions","type":"feat","data":{"description":{"value":"
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":2400001,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]},{"_id":"MdpCZRnBOnzgAKPg","name":"Regional Effects","type":"feat","data":{"description":{"value":"

The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":2500001,"flags":{},"img":"systems/sw5e/icons/skills/blue_31.jpg","effects":[]},{"_id":"UNbcqlW8Siek0Fpm","name":"Hooves","type":"feat","data":{"description":{"value":"

The unicorn makes one attack with its hooves.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":2600001,"flags":{},"img":"systems/sw5e/icons/items/inventory/monster-hoof.jpg","effects":[]},{"_id":"Ps56FcAJxi2L3QdZ","name":"Shimmering Shield","type":"feat","data":{"description":{"value":"

The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.

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The unicorn magically regains 11 (2d8+2) hit points.

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Token artwork by Forgotten Adventures.

","public":""},"alignment":"Lawful Good","race":null,"type":"Celestial","environment":"Forest","cr":5,"powerLevel":0,"xp":{"value":1800},"source":"MM pg. 294","class":{}},"traits":{"size":"lg","di":{"value":["poison"],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","paralyzed","poisoned"],"custom":""},"languages":{"value":["celestial","elvish","sylvan"],"custom":"Telepathy 60 ft."}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"arc":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","mod":4,"bonus":0,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"his":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"itm":{"value":0,"ability":"cha","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"med":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"prc":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"prf":{"value":0,"ability":"cha","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"rel":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13,"prof":0,"total":3}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":0}}},"folder":"KNpQcIgF3CofQFNk","sort":0,"flags":{},"img":"systems/sw5e/tokens/celestial/Unicorn.png","token":{"flags":{},"name":"Unicorn","displayName":20,"img":"systems/sw5e/tokens/celestial/Unicorn.png","tint":null,"width":2,"height":2,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":60,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"G9PENY6nw0xRxCJW","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"eHaCFuqDid4HqsY5","name":"Detect Evil and Good","type":"power","data":{"description":{"value":"

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-2.jpg","effects":[]},{"_id":"Dr4cGcqsYMTi7qHd","name":"Druidcraft","type":"power","data":{"description":{"value":"

Whispering to the spirits of Nature, you create one of the following Effects within range:

\n","chat":"","unidentified":""},"source":"PHB pg. 236","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-jade-1.jpg","effects":[]},{"_id":"w4lWgsWHbGMdLkAo","name":"Pass without Trace","type":"power","data":{"description":{"value":"

A veil of shadows and Silence radiates from you, masking you and your companions from detection. For the Duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

","chat":"","unidentified":""},"source":"PHB pg. 264","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-air-1.jpg","effects":[]},{"_id":"arOfxCz5ASKVxw8U","name":"Calm Emotions","type":"power","data":{"description":{"value":"

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

\n

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed. When the power ends, the creature becomes hostile again, unless the DM rules otherwise.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":14,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"IJ6p0c0QNJpaZ2F0","name":"Dispel Evil and Good","type":"power","data":{"description":{"value":"

Shimmering energy surrounds and protects you from fey, Undead, and creatures originating from Beyond the Material Plane. For the Duration, Celestials, Elementals, fey, Fiends, and unde⁠ad have disadvantage on Attack rolls against you.

\n

You can end the power early by using either of the following spe⁠cial functions.

\n

Break Enchantment. As your action, you touch a creature you can reach that is Charmed, Frightened, or possessed by a Celestial, an elemental, a fey, a fiend, or an Undead. The creature you touch is no longer char⁠med, fright⁠ened, or possessed by such creatures.

\n

Dismissal. As your action, make a melee power Attack against a Celestial, an elemental, a fey, a fiend, or an Undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, unde⁠ad are sent to the Shadowfell, and fey are sent to the Feywild.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":14,"scaling":"power","value":""},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-3.jpg","effects":[]},{"_id":"oSSTtEGfLr6l3oEv","name":"Entangle","type":"power","data":{"description":{"value":"

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the Duration, these Plants turn the ground in the area into difficult terrain.

\n

A creature in the area when you cast the power must succeed on a Strength saving throw or be Restrained by the entangling Plants until the power ends. A creature restra⁠ined by the plant⁠s can use its action to make a Stren⁠gth check against your power save DC. On a success, it frees itself.

\n

When the power ends, the conjured Plants wilt away.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":14,"scaling":"power"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-acid-2.jpg","effects":[]},{"_id":"iWDQPwdffkW06c2Y","name":"Charge","type":"feat","data":{"description":{"value":"

If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage.

If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes extra piercing damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","piercing"]],"versatile":""},"formula":"","save":{"ability":"str","dc":15,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1400001,"flags":{},"img":"systems/sw5e/icons/skills/red_23.jpg","effects":[]},{"_id":"8yPzMeXvBJC2POQK","name":"Innate Powercasting","type":"feat","data":{"description":{"value":"

The unicorn's innate powercasting ability is Charisma (power save DC 14). The unicorn can innately cast the following powers, requiring no components:

\n

At will: detect evil and good, druidcraft, pass without trace

\n

1/day each: calm emotions, dispel evil and good, entangle

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The unicorn has advantage on saving throws against powers and other magical effects.

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The unicorn's weapon attacks are magical.

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The unicorn makes two attacks: one with its hooves and one with its horn.

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Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

The Unicorn attacks with its Hooves.

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Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 8 (1d8 + 4) piercing damage.

The Unicorn attacks with its Horn.

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The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

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The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.

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The unicorn can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.

\n
\n

The unicorn can take 3 legendary actions.

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If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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The unicorn makes one attack with its hooves.

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The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.

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The unicorn magically regains 11 (2d8+2) hit points.

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The dragon can breathe air and water.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+11 to hit,, 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.

\n

The Adult Green Dragon attacks with its Bite.

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Melee Weapon Attack:+11 to hit,, 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

The Adult Green Dragon attacks with its Claw.

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Melee Weapon Attack:+11 to hit,, 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

The Adult Green Dragon attacks with its Tail.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours .

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a Constitution saving throw.

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\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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\n

The dragon makes a tail attack.

\n
\n

The dragon slams its long tail against its foe!

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\n

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 15 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

\n
\n

The dragon beats its wings!

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Nobles, those of our nations born with a silver spoon in their mouths and the wealth with which to buy influence and power across the world. Nobles can run the gamut of humanoid races, so long as these folks have the wealth to back up their claim to a noble title. Not all nobles are born into wealth however; in rare cases nobles may earn their status by dedicated work to the lords of their regions or by simply having titles given to them via friends finding themselves in positions of power. Through all of the perfume and powders adorning a noble's body, no stink is so ever present as that of corruption wafting just below the flowery mask.

\n

Entourage. Nobles rarely travel alone outside of their massive estates, prefering to be flanked by a retinue of trained bodyguards and faithful servants. This should always be kept in mind when dealing with nobles; there is never simply the nobleman/woman alone beyond their estate walls. Should a brigand be fearsome enough to make it through the noble's well-paid defenses, the monied elite is certainly a force to be reckoned with. Noble-birthed children receive some of the finest martial training in the land from an early age and are well equipped to strike back with sword or rapier. Keep an eye on your own footwork should you misstep and leave yourself open to a noble's well practiced parry. Be mindful of whom you may approach in a fight, as a noble has so much more to offer than their warm blood spilt carelessly upon the earth.

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This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

The Noble attacks with its Rapier.

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The noble adds 2 to its AC against one melee Attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

The noble adds 2 to its AC against one melee Attack that would hit it.

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Grimlock are a species of subterranean monsters whom evolved from modern day humans over the course of several hundred years.  Grimlocks were formerly human cultists who worshipped dark, manipulative masters deep within the caverns beneath the world.  These dark magicians meddled magically with the minds of the cultists, turning the unexpecting stooges into little more than slaves.  In veneration to their barbarous masters, the former cultists began to turn to cannibalism as a holy sacrament in order to become closer to their false gods.  However, this enslavement and isolation transformed the humans; their skin grew pallid and grey, their hair grew in coarse patches across their craggy bodies, and due to the maddening darkness, these new creatures, the Grimlocks, lost their ability to see.  Mutated and blind, the Grimlocks were left without guidance when their masters vanished without a trace.  Grimlocks still haunt the deep places of the earth to this very day.  Grimlocks prefer to lurk within the shadows as their grey, mottled skin resembles the stone surrounding them.  From a hidden perch atop a rock they lay in wait, their calloused hands gripping clubs made of sharpened bone.  Listen closely should your journey take you into the underground, as the feverish whispers of the Grimlock venerating their fallen masters can be heard clearly echoing throughout the caverns in which they creep.

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The grimlock can't use its blindsight while deafened and unable to smell.

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The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

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The dragon can breathe air and water.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.

The Black Dragon Wyrmling attacks with its Bite.

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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

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When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

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When the azer hits with a metal melee weapon, it deals extra fire damage (included in the attack).

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The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

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A heavy metal hammer capable of being wielded with a single hand with a shield or in two hands to deliver crushing concussive blows.

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Token artwork by Forgotten Adventures.

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The toad can breathe air and water.

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The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage.

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The target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.

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The Giant Toad attacks with its Bite. The target is grappled. Until this grapple ends, the target is restrained, and the toad can't bite another target.

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The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends.

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The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone.

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The Giant Toad attacks with its Swallow.

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Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

Any creature that starts its turn within 5 ft. of the ghast must succeed on a Constitution saving throw.

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The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead.

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Melee Weapon Attack:+3 to hit,, 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.

The Ghast attacks with its Bite.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The Ghast attacks with its Claws. If the target is a creature other than an undead, it must make a Constitution saving throw. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Token artwork by Forgotten Adventures.

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Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

Any creature that starts its turn within 5 ft. of the ghast must succeed on a Constitution saving throw.

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The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead.

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Melee Weapon Attack:+3 to hit,, 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.

The Ghast attacks with its Bite.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The Ghast attacks with its Claws. If the target is a creature other than an undead, it must make a Constitution saving throw. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

The Silver Dragon Wyrmling attacks with its Bite.

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The dragon uses one of the following breath weapons.

\n

**Cold Breath.** The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

\n

**Paralyzing Breath.** The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The dragon breathes in!

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**Cold Breath.** The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

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The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a Constitution saving throw

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**Paralyzing Breath.** The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area make a Constitution saving throw.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

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The Veteran attacks with their Longsword.

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The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

The Veteran attacks with its Shortsword.

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Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

The Veteran attacks with its Heavy Crossbow.

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If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage.

If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes extra slashing damage. If the target is a creature, it must make aStrength saving throw or be knocked prone.

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The wereboar makes two attacks, only one of which can be with its tusks.

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If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

If the wereboar takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid.

Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

The wereboar can use its action to polymorph, or return to its true form.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.

The Wereboar attacks with its Tusks. If the target is a humanoid, it must make a Constitution saving throw.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

\n
\n

The Wereboar attacks with its Maul.

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Baboons inhabit grassy plains and sparsely covered woodlands, moving always in small packs called troops. Primarily land-bound mammals, a baboon will use its powerful upper body to scamper up into a tree with alarming speed. Do not be misled by the size of this creature; a single woodland baboon can easily prove more vicious than an entire pack of hungry wolves. At first glance a baboon may appear an easy target for unwary adventurers as they are only three to four feet in length, weighing up to forty pounds per recent recordings. No larger than a healthy human child. This, however, is merely deception as the forest monkeys can easily overpower a group of unprepared travelers. Hidden within their dog-like muzzles are deadly sharp canines and behind their eyes is a shockingly intelligent mind.

\n

Tooth Troop. Baboons are at their strongest when surrounded by their troop where they employ simplistic pack tactics to take down their foes. The monkeys have been observed skulking through tall grasses to set an ambush for unsuspecting prey or banding together to single out and mercilessly maul specific targets before moving to the next. Troops are governed by a single alpha who acts as the primary guardian of their fellows. Beneath the alpha, the troop works collaboratively, sharing food and resources between each other and engaging in communal grooming sessions to strengthen their bonds. Baboon young are raised in small family groups, being instructed by multiple adults at a time. A truly fascinating community and unique to our animal kingdom, baboons should be given a wide berth and travelers should cautiously handle an unexpected meeting by a local troop should your paths cross.

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The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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\n

Melee Weapon Attack:+1 to hit,, 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.

\n

The Baboon attacks with its Bite.

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Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.

\n

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\n

The druid is a 4th-level powercaster. Its powercasting ability is Wisdom (power save DC 12, +4 to hit with power attacks).

\n

It has the following druid powers prepared:

\n

Cantrips (at will): druidcraft, produce flame, shillelagh

\n

1st level (4 slots): entangle, longstrider, speak with animals, thunderwave

\n

2nd level (3 slots): animal messenger, barkskin

\n
\n

The druid is a powercaster. Its powercasting ability is Wisdom.

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Whispering to the spirits of Nature, you create one of the following Effects within range:

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A flickering flame appears in your hand. The flame remains there for the Duration and harms neither you nor your Equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also Attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged power Attack. On a hit, the target takes 1d8 fire damage.

\n

This power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 269","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-orange-2.jpg","effects":[]},{"_id":"326YyjtlKmYZh3T3","name":"Entangle","type":"power","data":{"description":{"value":"

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the Duration, these Plants turn the ground in the area into difficult terrain.

\n

A creature in the area when you cast the power must succeed on a Strength saving throw or be Restrained by the entangling Plants until the power ends. A creature restra⁠ined by the plant⁠s can use its action to make a Stren⁠gth check against your power save DC. On a success, it frees itself.

\n

When the power ends, the conjured Plants wilt away.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":12,"scaling":"power"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-acid-2.jpg","effects":[]},{"_id":"BdApmAz4M3id4rnL","name":"Longstrider","type":"power","data":{"description":{"value":"

You touch a creature. The target's speed increases by 10 feet until the power ends.

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You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-jade-1.jpg","effects":[]},{"_id":"2ZxbeICwcq94lFTU","name":"Thunderwave","type":"power","data":{"description":{"value":"

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

\n

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the power’s effect, and the power emits a thunderous boom audible out to 300 feet.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

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By means of this power, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as \"a man or woman dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat.\" You also speak a message of up to twenty-five words. The target beast travels for the duration of the power toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

\n

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the power ends, the message is lost, and the beast makes its way back to where you cast this power.

\n

At Higher Levels. If you cast this power using a power slot of 3rd level or higher, the duration of the power increases by 48 hours for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A morsel of food.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-jade-1.jpg","effects":[]},{"_id":"PHcdIFirPgGkjSV7","name":"Shillelagh","type":"power","data":{"description":{"value":"

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your powercasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The power ends if you cast it again or if you let go of the weapon.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","bludgeoning"],["@mod","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A shamrock leaf, and a club or quarterstaff","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/enchant-jade-1.jpg","effects":[]},{"_id":"xf9PRKOZJ3jjwouV","name":"Barkskin","type":"power","data":{"description":{"value":"

You touch a willing creature. Until the power ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

","chat":"","unidentified":""},"source":"PHB pg. 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A handful of oak bark","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-orange-2.jpg","effects":[]},{"_id":"KUP8WEfLxlcY7K2x","name":"Quarterstaff","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands.

\n

The Druid attacks with its Quarterstaff.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":2,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"ver":true,"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":true},"sort":200001,"flags":{},"img":"systems/sw5e/icons/items/weapons/quarterstaff.jpg","effects":[]}],"effects":[]} +{"_id":"K15Yl8JmB5iPircc","name":"Druid","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"con":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"wis":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10}},"attributes":{"ac":{"value":11,"min":11},"hp":{"value":27,"min":0,"max":27,"temp":0,"tempmax":0,"formula":"5d8 + 5"},"init":{"value":0,"bonus":0,"mod":1,"total":1,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"wis","prof":2,"powerdc":12,"powerLevel":0,"encumbrance":{"value":4,"max":150,"pct":2.6666666666666665,"encumbered":true}},"details":{"biography":{"value":"

Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.

\n

Token artwork by Forgotten Adventures.

","public":""},"alignment":"any","race":null,"type":"Humanoid (any race)","environment":null,"cr":2,"powerLevel":4,"xp":{"value":450},"source":"MM pg. 346","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["druidic","custom"],"custom":"any two languages"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ani":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"arc":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"his":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ins":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"itm":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"med":{"value":1,"ability":"wis","mod":2,"bonus":0,"passive":14,"prof":2,"total":4},"nat":{"value":1,"ability":"int","mod":1,"bonus":0,"passive":13,"prof":2,"total":3},"prc":{"value":1,"ability":"wis","mod":2,"bonus":0,"passive":14,"prof":2,"total":4},"prf":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"rel":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"slt":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ste":{"value":0,"ability":"dex","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"sur":{"value":0,"ability":"wis","mod":2,"bonus":0,"passive":12,"prof":0,"total":2}},"powers":{"power1":{"value":4,"override":null,"max":4},"power2":{"value":3,"override":null,"max":3},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"lqq7AC8UiPDuwneP","sort":1200000,"flags":{},"img":"systems/sw5e/tokens/humanoid/Druid.png","token":{"flags":{},"name":"Druid","displayName":20,"img":"systems/sw5e/tokens/humanoid/Druid.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"K15Yl8JmB5iPircc","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"07sdy4qaaW4MaB8W","name":"Powercasting","type":"feat","data":{"description":{"value":"
\n

The druid is a 4th-level powercaster. Its powercasting ability is Wisdom (power save DC 12, +4 to hit with power attacks).

\n

It has the following druid powers prepared:

\n

Cantrips (at will): druidcraft, produce flame, shillelagh

\n

1st level (4 slots): entangle, longstrider, speak with animals, thunderwave

\n

2nd level (3 slots): animal messenger, barkskin

\n
\n

The druid is a powercaster. Its powercasting ability is Wisdom.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"gdpkOBvo0Jxb3OVR","name":"Druidcraft","type":"power","data":{"description":{"value":"

Whispering to the spirits of Nature, you create one of the following Effects within range:

\n","chat":"","unidentified":""},"source":"PHB pg. 236","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-jade-1.jpg","effects":[]},{"_id":"QwPEzLNW8iVCL7cR","name":"Produce Flame","type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the Duration and harms neither you nor your Equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also Attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged power Attack. On a hit, the target takes 1d8 fire damage.

\n

This power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 269","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-orange-2.jpg","effects":[]},{"_id":"326YyjtlKmYZh3T3","name":"Entangle","type":"power","data":{"description":{"value":"

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the Duration, these Plants turn the ground in the area into difficult terrain.

\n

A creature in the area when you cast the power must succeed on a Strength saving throw or be Restrained by the entangling Plants until the power ends. A creature restra⁠ined by the plant⁠s can use its action to make a Stren⁠gth check against your power save DC. On a success, it frees itself.

\n

When the power ends, the conjured Plants wilt away.

","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":12,"scaling":"power"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/vines-acid-2.jpg","effects":[]},{"_id":"BdApmAz4M3id4rnL","name":"Longstrider","type":"power","data":{"description":{"value":"

You touch a creature. The target's speed increases by 10 feet until the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A pinch of dirt","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-1.jpg","effects":[]},{"_id":"lXZnkgspOXxSoLPF","name":"Speak with Animals","type":"power","data":{"description":{"value":"

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-jade-1.jpg","effects":[]},{"_id":"2ZxbeICwcq94lFTU","name":"Thunderwave","type":"power","data":{"description":{"value":"

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

\n

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the power’s effect, and the power emits a thunderous boom audible out to 300 feet.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":12,"scaling":"power"},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/lightning-jade-1.jpg","effects":[]},{"_id":"6DpP5JZ3gznrULif","name":"Animal Messenger","type":"power","data":{"description":{"value":"

By means of this power, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as \"a man or woman dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat.\" You also speak a message of up to twenty-five words. The target beast travels for the duration of the power toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

\n

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the power ends, the message is lost, and the beast makes its way back to where you cast this power.

\n

At Higher Levels. If you cast this power using a power slot of 3rd level or higher, the duration of the power increases by 48 hours for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"A morsel of food.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wild-jade-1.jpg","effects":[]},{"_id":"PHcdIFirPgGkjSV7","name":"Shillelagh","type":"power","data":{"description":{"value":"

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your powercasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The power ends if you cast it again or if you let go of the weapon.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","bludgeoning"],["@mod","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A shamrock leaf, and a club or quarterstaff","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/enchant-jade-1.jpg","effects":[]},{"_id":"xf9PRKOZJ3jjwouV","name":"Barkskin","type":"power","data":{"description":{"value":"

You touch a willing creature. Until the power ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

","chat":"","unidentified":""},"source":"PHB pg. 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A handful of oak bark","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-orange-2.jpg","effects":[]},{"_id":"KUP8WEfLxlcY7K2x","name":"Quarterstaff","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands.

\n

The Druid attacks with its Quarterstaff.

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The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

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Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.

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At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

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The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

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For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

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The hydra makes as many bite attacks as it has heads.

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Melee Weapon Attack:+8 to hit,, 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

The Hydra attacks with its Bite.

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The ape makes two fist attacks.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

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The Ape attacks with its Fist.

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Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

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The Ape attacks with its Rock.

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Melee Weapon Attack:+3 to hit,, 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

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A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way.

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The Swarm of Centipedes attacks with a flurry of Bites.

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The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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The scout makes two melee attacks or two ranged attacks.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

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The Scout attacks with their Shortsword.

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Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

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The Scout attacks with their Longbow.

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Token artwork by Forgotten Adventures.

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Melee Weapon Attack:+2 to hit,, 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.

The Ghoul attacks with its Bite.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The Ghoul attacks with its Claws. If the target is a creature other than an elf or undead, it must make a Constitution saving throw. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

\n

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

\n

If any of this power's area overlaps with an area of light created by a power of 2nd level or lower, the power that created the light is dipowered.

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For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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Choose one creature, object, or magical effect within range. Any power of 3rd level or lower on the target ends. For each power of 4th level or higher on the target, make an ability check using your powercasting ability. The DC equals 10 + the power's level. On a successful check, the power ends.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, you automatically end the effects of a power on the target if the power’s level is equal to or less than the level of the power slot you used.

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This power assails and distorts the minds of creatures, generating illusions and causing uncontrolled actions. Each creature in a sphere of 10-foot-radius centered on a point chosen in the range of the power must make a Wisdom saving throw otherwise it will be affected by the power.

\n

An affected target can react and it must start at the beginning of 1d10 each of his game rounds to determine its behavior for that round.

\n

At the end of each turn, an affected creature can make a saving throw of Wisdom. If successful, the effect of the power ends for this target.

\n

Higher Levels. When you cast this power using a level power slot 5 or more, the radius of the sphere increases by 5 feet for each level of higher power slot to 4.

","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"1d10","save":{"ability":"wis","dc":16,"scaling":"power"},"level":4,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-magenta-3.jpg","effects":[]},{"_id":"obLPeFwtVAi6y5Ho","name":"Fly","type":"power","data":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the power ends, the target falls if it is still aloft, unless it can stop the fall.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-spirit-1.jpg","effects":[]},{"_id":"NPnyIfzy6LL20PX5","name":"Power Word Stun","type":"power","data":{"description":{"value":"

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 Hit Points or fewer, it is Stunned. Otherwise, the power has no effect.

\n

The s⁠tunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

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The glabrezu's powercasting ability is Intelligence (power save DC 16). The glabrezu can innately cast the following powers, requiring no material components:

\n

At will: darkness, detect magic, dispel magic

\n

1/day each: confusion, fly, power word stun

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The glabrezu has advantage on saving throws against powers and other magical effects.

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The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one power.

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Melee Weapon Attack:+9 to hit,, 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.

The Glabrezu attacks with its Pincer. If the target is a Medium or smaller creature, it is grappled.

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Melee Weapon Attack:+9 to hit,, 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.

The Glabrezu attacks with its Fist.

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The hag can breathe air and water.

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Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success.

\n

If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

\n
\n

Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a Wisdom saving throw.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

The Sea Hag attacks with its Claws.

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The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must make a Wisdom saving throw against this magic.

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The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.

\n

The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.

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Token artwork by Forgotten Adventures.

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The hag can breathe air and water.

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Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success.

\n

If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

\n
\n

Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a Wisdom saving throw.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

The Sea Hag attacks with its Claws.

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The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must make a Wisdom saving throw against this magic.

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The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.

\n

The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.

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Melee Weapon Attack:+6 to hit,, 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

\n

The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.

\n
\n

The Chuul attacks with its Pincer. The target is grappled if it is a Large or smaller creature.

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One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute.

\n

Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

One creature grappled by the chuul must make a Constitution saving throw. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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The chuul can breathe air and water.

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The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.

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The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic power but isn't itself magical.

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A death dog is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

\n

If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

\n
\n

The Death Dog attacks with its Bite. If the target is a creature, it must make a Constitution saving throw. Every 24 hours that elapse, the creature must repeat the saving throw.

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The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

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The dog makes two bite attacks.

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A death dog is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone.

\n

Token artwork by Forgotten Adventures.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

\n

If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

\n
\n

The Death Dog attacks with its Bite. If the target is a creature, it must make a Constitution saving throw. Every 24 hours that elapse, the creature must repeat the saving throw.

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The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

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The dog makes two bite attacks.

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Sturdy and dutiful, ponies represent a small fraction of the horse breeds currently catalogued. It should be clear that for all identification purposes, ponies are not young horses. Ponies are classified by the naturalists of our lands as any horse who is under a height of 14 hands total. Thus, ponies are simply nothing more than small horses. Ponies often make treasured gifts to the children of upper class society as they are prized for their beauty and calm demeanor. Ponies are also used by the small folk of the realm in a way very similar to how a human would utilize a full-sized horse. It seems the relative scale of the pony is quite pleasing to the halflings and gnomes. I would thus ask you to look for our entries on draft horses, war horses, or simply horses to learn more about the varieties of horses who are described there in further detail.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.

The Pony attacks with its Hooves.

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Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites.

\n

A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.

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Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

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The priest is a 5th-level powercaster. Its powercasting ability is Wisdom (power save DC 13, +5 to hit with power attacks). The priest has the following cleric powers prepared:

\n

Cantrips (at will): light, sacred flame, thaumaturgy

\n

1st level (4 slots): cure wounds, guiding bolt, sanctuary

\n

2nd level (3 slots): lesser restoration, spiritual weapon

\n

3rd level (2 slots): dispel magic, spirit guardians

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Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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You create one of the following magical effects within range:

\n\n

If you cast this power multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

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A creature you touch regains a number of hit points equal to 1d8 + your powercasting ability modifier. This power has no effect on undead or constructs.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","healing"],["@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-1.jpg","effects":[]},{"_id":"IuZhkaFDV6WSInX2","name":"Guiding Bolt","type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged power attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-sky-2.jpg","effects":[]},{"_id":"v6PLMmOtGJLqMa0M","name":"Sanctuary","type":"power","data":{"description":{"value":"

You ward a creature within range against attack. Until the power ends, any creature who targets the warded creature with an attack or a harmful power must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power doesn't protect the warded creature from area effects, such as the explosion of a Fireball.

\n

If the warded creature makes an attack or casts a power that affects an enemy creature, this power ends.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"power"},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-sky-2.jpg","effects":[]},{"_id":"6feFqORsAsNUdDcU","name":"Lesser Restoration","type":"power","data":{"description":{"value":"

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-1.jpg","effects":[]},{"_id":"Rj6fh9Sg59QTCHkm","name":"Spiritual Weapon","type":"power","data":{"description":{"value":"

You create a floating, spectral weapon within range that lasts for the duration or until you cast this power again. When you cast the power, you can make a melee power attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your powercasting ability modifier.

\n

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

\n

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this power’s effect resemble that weapon.

\n

Higher Levels. When you cast this power using a power slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"],["@mod","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/enchant-magenta-2.jpg","effects":[]},{"_id":"B7ua27ZJHMU3u4s8","name":"Dispel Magic","type":"power","data":{"description":{"value":"

Choose one creature, object, or magical effect within range. Any power of 3rd level or lower on the target ends. For each power of 4th level or higher on the target, make an ability check using your powercasting ability. The DC equals 10 + the power's level. On a successful check, the power ends.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, you automatically end the effects of a power on the target if the power’s level is equal to or less than the level of the power slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-orange-2.jpg","effects":[]},{"_id":"YTklaGLgraq2WiH0","name":"Spirit Guardians","type":"power","data":{"description":{"value":"

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"power"},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A holy symbol","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/needles-sky-2.jpg","effects":[]},{"_id":"9LzZrzdWIZpjFIGV","name":"Divine Eminence","type":"feat","data":{"description":{"value":"

As a bonus action, the priest can expend a power slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit.

This benefit lasts until the end of the turn. If the priest expends a power slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

As a bonus action, the priest can expend a power slot to cause its melee weapon attacks to magically deal an extra radiant damage to a target on a hit.

","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","radiant"]],"versatile":"1d6"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":200001,"flags":{},"img":"systems/sw5e/icons/skills/light_06.jpg","effects":[]},{"_id":"B0jROhxuoqvfmz2B","name":"Mace","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

The Priest attacks with its Mace.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":5,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":400001,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]},{"_id":"noxyV6bnkRwU1Hqr","name":"Light","type":"power","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":1,"flags":{},"img":"systems/sw5e/icons/powers/light-sky-1.jpg","effects":[]}],"effects":[]} +{"_id":"PVD5wRdyO7iCJPs1","name":"Priest","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":13},"cha":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11}},"attributes":{"ac":{"value":13,"min":10},"hp":{"value":27,"min":0,"max":27,"temp":0,"tempmax":0,"formula":"5d8 + 5"},"init":{"value":0,"bonus":0,"mod":0,"total":0,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":25,"units":"ft","hover":false},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"wis","prof":2,"powerdc":13,"powerLevel":0,"encumbrance":{"value":24,"max":150,"pct":16,"encumbered":true}},"details":{"biography":{"value":"

Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites.

\n

A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.

\n

Token artwork by Forgotten Adventures.

","public":""},"alignment":"Any Alignment","race":null,"type":"Humanoid (any race)","environment":null,"cr":2,"powerLevel":5,"xp":{"value":450},"source":"MM pg. 348","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["custom"],"custom":"any two languages"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"arc":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"his":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"ins":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"itm":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"inv":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"med":{"value":2,"ability":"wis","mod":3,"bonus":0,"passive":17,"prof":4,"total":7},"nat":{"value":0,"ability":"int","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"prc":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13,"prof":0,"total":3},"prf":{"value":0,"ability":"cha","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"per":{"value":1,"ability":"cha","mod":1,"bonus":0,"passive":13,"prof":2,"total":3},"rel":{"value":2,"ability":"int","mod":1,"bonus":0,"passive":15,"prof":4,"total":5},"slt":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","mod":3,"bonus":0,"passive":13,"prof":0,"total":3}},"powers":{"power1":{"value":4,"override":null,"max":4},"power2":{"value":3,"override":null,"max":3},"power3":{"value":2,"override":null,"max":2},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"B3XQZKLaaIqhaEFM","sort":900000,"flags":{},"img":"systems/sw5e/tokens/humanoid/Priest.png","token":{"flags":{},"name":"Priest","displayName":20,"img":"systems/sw5e/tokens/humanoid/Priest.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"PVD5wRdyO7iCJPs1","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"bndaCEOeIP8RgbU1","name":"Chain Shirt","type":"equipment","data":{"description":{"value":"

Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":20,"price":"50","attuned":false,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":13,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":"","stealth":false,"proficient":true},"sort":500001,"flags":{},"img":"systems/sw5e/icons/items/armor/scale.png","effects":[]},{"_id":"J12x6xIwx1aCEm1e","name":"Powercasting","type":"feat","data":{"description":{"value":"

The priest is a 5th-level powercaster. Its powercasting ability is Wisdom (power save DC 13, +5 to hit with power attacks). The priest has the following cleric powers prepared:

\n

Cantrips (at will): light, sacred flame, thaumaturgy

\n

1st level (4 slots): cure wounds, guiding bolt, sanctuary

\n

2nd level (3 slots): lesser restoration, spiritual weapon

\n

3rd level (2 slots): dispel magic, spirit guardians

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"xjPENqE1TkASETCm","name":"Sacred Flame","type":"power","data":{"description":{"value":"

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-orange-2.jpg","effects":[]},{"_id":"tH6t3jEFN0mV3rkr","name":"Thaumaturgy","type":"power","data":{"description":{"value":"

You create one of the following magical effects within range:

\n\n

If you cast this power multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"zqrrds5FRY4p6j1q","name":"Cure Wounds","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your powercasting ability modifier. This power has no effect on undead or constructs.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","healing"],["@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-jade-1.jpg","effects":[]},{"_id":"IuZhkaFDV6WSInX2","name":"Guiding Bolt","type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged power attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fireball-sky-2.jpg","effects":[]},{"_id":"v6PLMmOtGJLqMa0M","name":"Sanctuary","type":"power","data":{"description":{"value":"

You ward a creature within range against attack. Until the power ends, any creature who targets the warded creature with an attack or a harmful power must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or power. This power doesn't protect the warded creature from area effects, such as the explosion of a Fireball.

\n

If the warded creature makes an attack or casts a power that affects an enemy creature, this power ends.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"power"},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-sky-2.jpg","effects":[]},{"_id":"6feFqORsAsNUdDcU","name":"Lesser Restoration","type":"power","data":{"description":{"value":"

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-1.jpg","effects":[]},{"_id":"Rj6fh9Sg59QTCHkm","name":"Spiritual Weapon","type":"power","data":{"description":{"value":"

You create a floating, spectral weapon within range that lasts for the duration or until you cast this power again. When you cast the power, you can make a melee power attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your powercasting ability modifier.

\n

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

\n

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this power’s effect resemble that weapon.

\n

Higher Levels. When you cast this power using a power slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"],["@mod","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/enchant-magenta-2.jpg","effects":[]},{"_id":"B7ua27ZJHMU3u4s8","name":"Dispel Magic","type":"power","data":{"description":{"value":"

Choose one creature, object, or magical effect within range. Any power of 3rd level or lower on the target ends. For each power of 4th level or higher on the target, make an ability check using your powercasting ability. The DC equals 10 + the power's level. On a successful check, the power ends.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, you automatically end the effects of a power on the target if the power’s level is equal to or less than the level of the power slot you used.

","chat":"","unidentified":""},"source":"PHB pg. 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/slice-orange-2.jpg","effects":[]},{"_id":"YTklaGLgraq2WiH0","name":"Spirit Guardians","type":"power","data":{"description":{"value":"

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"power"},"level":3,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A holy symbol","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/needles-sky-2.jpg","effects":[]},{"_id":"9LzZrzdWIZpjFIGV","name":"Divine Eminence","type":"feat","data":{"description":{"value":"

As a bonus action, the priest can expend a power slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit.

This benefit lasts until the end of the turn. If the priest expends a power slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

As a bonus action, the priest can expend a power slot to cause its melee weapon attacks to magically deal an extra radiant damage to a target on a hit.

","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","radiant"]],"versatile":"1d6"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false}},"sort":200001,"flags":{},"img":"systems/sw5e/icons/skills/light_06.jpg","effects":[]},{"_id":"B0jROhxuoqvfmz2B","name":"Mace","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

The Priest attacks with its Mace.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":5,"attuned":false,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":400001,"flags":{},"img":"systems/sw5e/icons/items/weapons/morningstar.jpg","effects":[]},{"_id":"noxyV6bnkRwU1Hqr","name":"Light","type":"power","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":1,"flags":{},"img":"systems/sw5e/icons/powers/light-sky-1.jpg","effects":[]}],"effects":[]} {"_id":"PcZ0QjIG6bHpffp9","name":"Swarm of Bats","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":7},"dex":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0,"dc":6},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"cha":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":7}},"attributes":{"ac":{"value":12,"min":12},"hp":{"value":22,"min":0,"max":22,"temp":0,"tempmax":0,"formula":"5d8"},"init":{"value":0,"bonus":0,"mod":2,"total":2,"prof":0},"movement":{"burrow":0,"climb":0,"fly":30,"swim":0,"walk":0,"units":"ft","hover":false},"senses":{"darkvision":0,"blindsight":60,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":75,"pct":0,"encumbered":false}},"details":{"biography":{"value":"
\n

Author’s Note:  Please see below the entry for “Bat” which will suffice for the description of this creature.  Please note that “Swarms” function slightly differently in combat than singular creatures.  Please use the rules for “Swarms” befitting your particular game system.

\n
\n

Bats are a common fixture within the secluded forests and lightless caverns of our world.  Bats are a nocturnal creature prized by arcanists for their ability to navigate terrain in near total darkness.  This alone makes them a prized choice for a summoned familiar.  Varying from the size of a mouse to that of a house cat, bats have a unique feature amongst mammals: the gift of flight!  Stretched thin between needle-thin boney “hands” are fleshy membranes which span out wide from the bat’s delicate body, allowing the bats to take to the skies in search of insects and woodland fruits to indulge upon.

\n

Chitter Chatter. Presumed blind by many from nonsense tales told to children, bats have eyesight nearly akin to our own, though notably less sharp.  What makes these creatures truly unique is their ability to navigate in the pitch black of night.  The bats utilize a series of chirps and screeches researchers have dubbed “echolocation” to pinpoint objects or prey within their flightpath.  The echolocation chirps emitted by the bats bounce back towards the tiny creature’s proportionally massive ears, allowing the bats to make split second corrections to their navigations without the aid of their eyes.  It should be again noted that the bat makes a clever familiar choice, as they may navigate those places too dim and dangerous for our mortal eyes

\n","public":""},"alignment":"Unaligned","race":null,"type":"Beast","environment":null,"cr":0.25,"powerLevel":0,"xp":{"value":50},"source":"Swarm","class":{},"size":"med"},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["bludgeoning","piercing","slashing"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","frightened","grappled","paralyzed","petrified","prone","restrained","stunned"],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"arc":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ath":{"value":0,"ability":"str","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"dec":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"his":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"med":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"prc":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"rel":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"rjehyX85FDoydEwV","sort":2300000,"flags":{},"img":"systems/sw5e/tokens/beast/SwarmBats.png","token":{"flags":{},"name":"Swarm of Bats","displayName":20,"img":"systems/sw5e/tokens/beast/SwarmBats.png","tint":null,"width":1,"height":1,"scale":1.25,"lockRotation":false,"rotation":45,"vision":false,"dimSight":0,"brightSight":60,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"PcZ0QjIG6bHpffp9","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"0NpX1YUDTXjgIm23","name":"Bites","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+4 to hit,, 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.

\n

The Swarm of Bats attacks with a flurry of Bites.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","piercing"]],"versatile":"1d4"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/beast_02.jpg","effects":[]},{"_id":"cBVltbg8hNBBuTZ7","name":"Swarm","type":"feat","data":{"description":{"value":"

The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Bats","recharge":{"value":null,"charged":false},"attunement":0},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/shadow_15.jpg","effects":[]},{"_id":"AKRFqSGc4D9j3Mhl","name":"Keen Hearing","type":"feat","data":{"description":{"value":"

The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"Bats","recharge":{"value":null,"charged":false},"attunement":0},"sort":200000,"flags":{},"img":"systems/sw5e/icons/skills/blue_29.jpg","effects":[]},{"_id":"tRdXVBesxDaXdhqP","name":"Echolocation","type":"feat","data":{"description":{"value":"

The swarm can't use its blindsight while deafened.

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If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns.If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

The Purple Worm attacks with its Bite. If the target is a Large or smaller creature, it must make a Dexterity saving throw.

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The target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

The Purple Worm attacks with its Tail Stinger. The target must make a Constitution saving throw.

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The specter can move through other creatures and objects as if they were difficult terrain.

It takes 5 (1d10) force damage if it ends its turn inside an object.

The specter can move through other creatures and objects as if they were difficult terrain.

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Melee Power Attack:+4 to hit,, 5 ft., one creature. Hit: 10 (3d6) necrotic damage.

The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

The Specter attacks with its Life Drain.The target must make a Constitution saving throw.

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Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.

Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a Wisdom saving throw.

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The pit fiend has advantage on saving throws against powers and other magical effects.

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The pit fiend's weapon attacks are magical.

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The pit fiend's powercasting ability is Charisma (power save DC 21). The pit fiend can innately cast the following powers, requiring no material components:

\n

At will: detect magic, fireball

\n

3/day each: hold monster, wall of fire

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For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

\n

Higher Levels. When you cast this power using a power slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

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Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be Paralyzed for the Duration. This power has no effect on Undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

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At Higher Levels. When you cast this power using a power slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

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You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

\n

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

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One side of the wall, selected by you when you cast this power, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

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At Higher Levels. When you cast this power using a power slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

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The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.

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Melee Weapon Attack:+14 to hit,, 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage.

The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The Pit Fiend attacks with its Bite. The target must succeed on a DC 21 Constitution saving throw or become poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Melee Weapon Attack: +14 to hit, reach 10 ft. , one target. Hit: 17 (2d8 + 8) slashing damage.

The Pit Fiend attacks with its Claw.

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Melee Weapon Attack:+14 to hit,, 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.

The Pit Fiend attacks with its Mace.

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Melee Weapon Attack:+14 to hit,, 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.

\n

The Pit Fiend attacks with its Tail.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

The Ogre Zombie attacks with its Morningstar.

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If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

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Melee Weapon Attack:+3 to hit,, 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

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The Swarm of Insects attacks with a flurry of Bites.

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If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage.

\n

If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes extra bludgeoning damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

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The Rhinoceros attacks with its Gore.

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If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage.

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If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes extra bludgeoning damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

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The Rhinoceros attacks with its Gore.

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Native to jungles and tropical climates, flying snakes are unique little reptiles favored by those with the determination to domesticate them. Almost a carbon copy of the ground-dwelling common snakes, the flying snake has simply evolved wings by some uncanny biological need or magical meddling. These thin, membrane lined wings allow the snake to clumsily glide through the air, avoiding the clutter of the jungle floor with ease. Brightly colored with glittering veridian scales, these flying serpents are truly beautiful to behold as they glide, lithe and swooping, through the canopy of vines and dense foliage. The thin little windmasters have often found themselves in the service of jungle cultists or tribal magic wielders. With some coaxing and gentle attempts at domestication, the owner may be rewarded with a unique and uncannily loyal ally to curl about their forearm on any number of adventures. Some have even utilized these reptiles as messengers as they are small and may journey through the treetops in relative secrecy!

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The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.

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The Flying Snake attacks with its Bite.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+16 to hit,, 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 10 (2d10) lightning damage.

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The Ancient Blue Dragon attacks with its Bite.

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\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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Melee Weapon Attack:+16 to hit,, 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

The Ancient Blue Dragon attacks with its Claw.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a Dexterity saving throw.

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Melee Weapon Attack:+16 to hit,, 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

The Ancient Blue Dragon attacks with its Tail.

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The dragon makes a tail attack.

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The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 ([[/r 2d6+9]]) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Melee Weapon Attack:+9 to hit,, 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

The Stone Giant attacks with its Greatclub.

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The giant makes two greatclub attacks.

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Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

The Stone Giant attacks with its Rock. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

If a rock or similar object is hurled at the giant, the giant can catch the missile and take no bludgeoning damage from it.

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The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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The hyenas who roam the grasslands and deserts of our natural world are perhaps some of the most curious non-magical creatures to exist. Hyenas resemble a medium sized dog with a short, wide muzzle and overly long neck. Adorned with patterns of spots or stripes marking their fur, to the untrained eyes a hyena would appear to be nothing more than a wild dog; however, these curious creatures are more closely related to wildcats in their behavior with fellows. Hyenas communally groom unlike several wild dog species and display similar scent marking and mating patterns as other feliforms. These sorts of behaviors build a solid community within the hyenas’ pack, sowing tight knit bonds between the beasts.

\n

Give Us a Smile. Hyenas display a unique characteristic in their vocalizations between the pack; instead of a yowl or bark as one would expect, the hyenas instead communicate via yips, chirps, and “laughs”. Each member of the pack has its own unique “laugh” which signals to the pack both their identity and current mood. These chittering “laughs” have given the hyena (regardless of species to commoners) the moniker of The Laughing Hyena. One should instead feel caution over joy should you hear the caterwauling yips of a hyena pack in the distance. These beasts are highly intelligent and when banded together and utilizing their preferred hunting patterns they may easily overtake a large mercantile caravan.

\n

The Hungering Savagery. The hyena’s most sinister aspect is their relation to the Demon Lord of the Gnolls, Yeenoghu. Gnolls, of course, resemble massive humanoid hyenas brandishing bloody weapons and sowing destruction in their horrid wakes. Finding the hyena either useful or ironic, Gnolls will bring packs of slavering hyenas with them on raids into villages or leave the beasts (which they purposefully starve) at their dens to kill any unwary explorers. Adventurers should be observant when investigating the happenings of hyenas in an area, as if the beasts seem more ravenous than expected it may be that Yeenoghu’s minions are not far behind.

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The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 3 (1d6) piercing damage.

\n

The Hyena attacks with its Bite.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Melee Weapon Attack:+12 to hit,, 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

The Adult Blue Dragon attacks with its Bite.

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Melee Weapon Attack:+12 to hit,, 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

The Adult Blue Dragon attacks with its Claw.

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\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

The dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a Dexterity saving throw.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+12 to hit,, 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

The Adult Blue Dragon attacks with its Tail.

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\n
\n

Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) bludgeoning damage.

\n
\n
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The dragon slams its long tail against its foe!

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The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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\n

The dragon beats its wings!

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Token artwork by Forgotten Adventures.

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The badger has advantage on Wisdom (Perception) checks that rely on smell.

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The badger makes two attacks: one with its bite and one with its claws.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

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The Giant Badger attacks with its Bite.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

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The Giant Badger attacks with its Claws.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.

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The Killer Whale attacks with its Bite.

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Token artwork by Forgotten Adventures.

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The whale can't use its blindsight while deafened.

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The whale can hold its breath for 30 minutes.

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The whale has advantage on Wisdom (Perception) checks that rely on hearing.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.

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The Killer Whale attacks with its Bite.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The dragon can breathe air and water.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+17 to hit,, 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

The Ancient Gold Dragon attacks with its Bite.

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Melee Weapon Attack:+17 to hit,, 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

The Ancient Gold Dragon attacks with its Claw.

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Melee Weapon Attack:+17 to hit,, 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

The Ancient Gold Dragon attacks with its Tail.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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The dragon uses one of the following breath weapons.

\n

**Fire Breath.** The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.

\n

**Weakening Breath.** The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon breathes in!

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**Fire Breath.** The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.

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\n

The dragon exhales fire in a 90-foot cone. Each creature in that area must make a Dexterity saving throw.

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**Weakening Breath.** The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon exhales gas in a 90-foot cone. Each creature in that area must make a Strength saving throw.

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The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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The dragon makes a tail attack.

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The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 ([[/r 2d6+10]]) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

\n

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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Owls are staple birds within our realm, as their mysterious gaze and quiet nature lends them as favorite pets to those of the arcane world. Owls are medium-sized birds of prey with flat, disk shaped faces and large dark eyes. A sharp beak sits at the center of their ovular face, built for tearing the flesh of small rodents. As deadly as they are silent, owls are nocturnal beasts who hunt from the shadows of treetops, barn lofts, or simply high above in an open field. Owls are able to fly in near silence due to a set of specialized feathers along their wing-tops, giving them the ability to glide down and surprise an unsuspecting vole without ever being heard. Owls are not the most sociable creatures, preferring to keep to their roosts in solitude making them treasured by arcanists as the bird primarily sits quietly throughout the day, lost in sleep. Owls also have a unique vocalization among birds, emitting a mournful hoot-hoot sound rather than the typical songbird tweeting. Perhaps consider the owl should you be uninterested in sociable animals or if you wish to send messages in relative secrecy in the dead of night.

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The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 1 slashing damage.

The Owl attacks with its Talons.

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The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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Magical darkness doesn't impede the imp's darkvision.

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The imp has advantage on saving throws against powers and other magical effects.

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Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage.

\n

The target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

\n
\n

The Imp attacks with its Sting. The target must make a Constitution saving throw.

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The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a power). Any equipment the imp wears or carries is invisible with it.

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\n

The imp magically turns invisible. Any equipment the imp wears or carries is invisible with it.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

\n
\n

The Imp attacks with its Bite.

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Token artwork by Forgotten Adventures.

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The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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Magical darkness doesn't impede the imp's darkvision.

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The imp has advantage on saving throws against powers and other magical effects.

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\n

Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage.

\n

The target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

\n
\n

The Imp attacks with its Sting. The target must make a Constitution saving throw.

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\n

The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a power). Any equipment the imp wears or carries is invisible with it.

\n
\n

The imp magically turns invisible. Any equipment the imp wears or carries is invisible with it.

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\n

Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

\n
\n

The Imp attacks with its Bite.

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Token artwork by Forgotten Adventures.

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The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

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\n

Melee Weapon Attack:+3 to hit,, 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

\n

The Swarm of Beetles attacks with a flurry of Bites.

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Melee Weapon Attack:+9 to hit,, 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.

The Triceratops attacks with its Gore.

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Melee Weapon Attack:+9 to hit,, 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.

The Triceratops attacks with its Stomp.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

The Ogre attacks with its Greatclub.

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Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

The Ogre attacks with its Javelin.

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This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

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The marilith has advantage on saving throws against powers and other magical effects.

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The marilith's weapon attacks are magical.

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The marilith can take one reaction on every turn in combat.

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The marilith can make seven attacks: six with its longswords and one with its tail.

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Melee Weapon Attack:+9 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

The Marilith attacks with its Longsword.

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Melee Weapon Attack:+9 to hit,, 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage.

If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.

The Marilith attacks with its Tail. If the target is Medium or smaller, it is grappled. Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.

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The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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The marlith adds 5 to its AC against one melee Attack that would hit it. To do so, the marlith must see the attacker and be wielding a melee weapon.

The marlith adds 5 to its AC against one melee Attack that would hit it.

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When a creature that can see the medusa's eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration power or other magic.

\n

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.

\n
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The medusa can force it to make a Constitution saving throw. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration power or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.

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The medusa makes either three melee attacks - one with its snake hair and two with its shortsword - or two ranged attacks with its longbow.

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Melee Weapon Attack:+5 to hit,, 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.

The Medusa attacks with its Snake Hair.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The Medusa attacks with its Shortsword.

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Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.

The Medusa attacks with its Longbow.

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Melee Weapon Attack:+10 to hit,, 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

The Young Silver Dragon attacks with its Bite.

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The dragon uses one of the following breath weapons.

\n

**Cold Breath.** The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

\n

**Paralyzing Breath.** The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon breathes in!

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Melee Weapon Attack:+10 to hit,, 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

The Young Silver Dragon attacks with its Claw.

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The dragon makes three attacks: one with its bite and two with its claws.

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**Cold Breath.** The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a Constitution saving throw.

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**Paralyzing Breath.** The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n
\n

The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must make a Constitution saving throw.

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The rug is incapacitated while in the area of an antimagic field.

If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's power save DC or fall unconscious for 1 minute.

The rug is incapacitated while in the area of an antimagic field.

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While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.

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While the rug remains motionless, it is indistinguishable from a normal rug.

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Melee Weapon Attack:+5 to hit,, 5 ft., one Medium or smaller creature. Hit:

\n

The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.

\n
\n

The Rug of Smothering makes a smothering attack! The creature is grappled. Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target.

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Token artwork by Forgotten Adventures.

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The rug is incapacitated while in the area of an antimagic field.

If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's power save DC or fall unconscious for 1 minute.

The rug is incapacitated while in the area of an antimagic field.

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While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.

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While the rug remains motionless, it is indistinguishable from a normal rug.

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Melee Weapon Attack:+5 to hit,, 5 ft., one Medium or smaller creature. Hit:

\n

The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.

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The Rug of Smothering makes a smothering attack! The creature is grappled. Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target.

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\n

Author’s Note: Please see below the entry for “Spider” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n
\n

Spiders are one of the smallest, yet most feared, denizens of our planet.  Spiders are arachnids with eight thin legs protruding from their dual-segmented body.  Atop the spider’s tiny head are eight glistening eyes with which it views the world in relative obscurity.  While the spider’s eyesight may be poor regardless of the number of eyes, they have a clever trick up their sleeves: the spider’s web!

\n

Some Bug. Ingenious little architects, spiders produce a silken thread from their rears dubbed “webbing” which they use to construct elaborate homes.  Resembling something of a net, the spider’s web serves a dual purpose: to capture food upon its sticky surface and to give the spider a safe place to perch away from predators.  Once an insect is trapped within the web, the spider quickly wraps the unsuspecting creature in a bundle of webbing, saving its prize for later consumption.  While all spiders are venomous in some capacity, many will not be harmful to the adventurer on their travels.  Simply avoid webs where you see them and be quite sure that the web which you see only belongs to a standard spider species, as a plethora of gigantic and magical varieties also lurk within similar webs!

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The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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\n

Melee Weapon Attack:+3 to hit,, 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage.

\n

The target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

\n
\n

The Giant Wolf Spider attacks with its Bite. The target must make a Constitution saving throw.

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While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

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The spider ignores movement restrictions caused by webbing.

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Token artwork by Forgotten Adventures.

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The pseudodragon has advantage on saving throws against powers and other magical effects.

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The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

The Pseudodragon attacks with its Bite.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

The target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

The Pseudodragon attacks with its Sting. The target must make a Constitution saving throw.

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Vultures are some of the most reviled birds to travel our skies. The bird’s bald, featherless head and black body plumage lend it a sinister facade. The vulture’s outer appearance along with its penchant to scavenge carrion for sustenance has settled the bird squarely into the designation of “evil” in the eyes of many common-folk. The bird’s connection with death, as the vulture will circle a dead or dying creature from high above, also adds to the revulsion felt towards this markedly important creature.

\n

By Committee. Vultures congregate in groups called “committees” or “wakes” on whether or not they are feasting together respectively. These groups squabble for scraps of meat, ripping away rotting flesh from a carcass with their sharp and powerful beaks. It is not uncommon for fights to break out between the hungry birds. Due to their desire to scavenge dead flesh, vultures play a vital role in our ecosystem, as they act as vital decomposers in landscapes where insects or fungi may not exist as readily. Be on the lookout for vultures in your travels, as they can be the sign of nature at work or perhaps something more sinister beneath the talons of this bird.

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The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

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The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 2 (1d4) piercing damage.

\n

The Vulture attacks with its Beak.

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The clamour could be heard well before the creatures shambled into sight.  From across the valley we heard the battalion of Dretch.  Hooting, snarling, and groaning all in an indistinguishable racket, these lowly demons bemoaned their existence even as they tried to suffocate ours.  When the wave of Dretch approached the gate, we then saw their tactics on full display.  Stupid and clumsy the beasts mashed and piled atop one another in order to force open the gate by sheer volume of their weight combined.  When the beams finally began to splinter and those noxious, choking gases met our lungs… I thought I would die where I stood.
- an oral recounting of a demonic invasion by an unnamed soldier.

\n
\n

You Smell That? Very nearly the lowliest of all demonkind, Dretch are horrific and ugly little creatures who bulk out the forces of the Abyss in sheer numbers alone.  Dretch resemble nothing more than a stocky, pale fleshed humanoid with a few additional features.  The Dretch bears lopping, pointed ears and a mess of chipped, dirty fangs that protrude from pale gums in an erratic fashion.  Long, thin arms ending in curved claws drape about a swollen belly, with the hands dragging across the ground next to stunted feet.  The Dretch’s pale skin is loose and slides grotesquely across a spider web of blue and black varicose veins.  Unintelligent and petty, Dretch spend their lives within the Abyss expressing their discontent at their status via a series of grunts and barks in the Abyssal tongue.  Unsuitable for even the most mundane tasks due to their sheer stupidity, Dretch are utilized by other demons as cannon fodder in their everlasting war with the creatures of Hell.  In combat, the Dretch are surely a pitiable sight as their foolishness leads them with only one clear tactic: a mad mob rush towards their enemy.  Dretch are weak and cowardly (many would flee a foe if no greater demon is there to intimidate them back into battle) and prefer to overwhelm their enemy with their numbers.  Should a sufficient contingent of Dretch break through their enemies defenses, the Dretch may then deploy a reeking cloud of putrid air from within their bodies which replenishes once daily.  Immune to all poisons, the Dretch then pummel their opponents with their spindly arms as the enemies slowly fade away in the poison’s choking grasp.

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The dretch makes two attacks: one with its bite and one with its claws.

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\n

Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 3 (1d6) piercing damage.

\n

The Dretch attacks with its Bite.

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Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 5 (2d4) slashing damage.

\n

The Dretch attacks with its Claws.

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\n

A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it.

\n

Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions. 1 use per day.

\n
\n

A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. Any creature that starts its turn in that area must make a Constitution saving throw.

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The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals extra radiant damage (included in the attack).

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The solar knows if it hears a lie.

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The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. and either make one attack against a target or return to the solar's hands.

If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.

The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the hovering sword is targeted by any effect, the solar is considered to be holding it.

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The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

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The solar's power casting ability is Charisma (power save DC 25). It can innately cast the following powers, requiring no material components:

\n

At will: detect evil and good, invisibility (self only)

\n

3/day each: blade barrier, dispel evil and good, resurrection

\n

1/day each: commune, control weather

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The solar has advantage on saving throws against powers and other magical effects.

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The solar makes two greatsword attacks.

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\n

Melee Weapon Attack:+15 to hit,, 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.

\n

The Solar attacks with its Greatsword.

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\n

Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage.

\n

If the target is a creature that has 190 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

\n
\n

The Solar attacks with its Slaying Longbow. If the target is a creature that has 190 hit points or fewer, it must make a Constitution saving throw.

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For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-2.jpg","effects":[]},{"_id":"ql5KnEjMF5yaWgbk","name":"Invisibility","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The power ends for a target that attacks or casts a power.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":"self only"},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"An eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-sky-2.jpg","effects":[]},{"_id":"3a272tdusdFnkmtQ","name":"Blade Barrier","type":"power","data":{"description":{"value":"

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

\n

When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.

","chat":"","unidentified":""},"source":"PHB pg. 218","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"wall"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d10","slashing"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":25,"scaling":"power"},"level":6,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/needles-sky-3.jpg","effects":[]},{"_id":"1aPq4fyL2R6lZLbM","name":"Dispel Evil and Good","type":"power","data":{"description":{"value":"

Shimmering energy surrounds and protects you from fey, Undead, and creatures originating from Beyond the Material Plane. For the Duration, Celestials, Elementals, fey, Fiends, and unde⁠ad have disadvantage on Attack rolls against you.

\n

You can end the power early by using either of the following spe⁠cial functions.

\n

Break Enchantment. As your action, you touch a creature you can reach that is Charmed, Frightened, or possessed by a Celestial, an elemental, a fey, a fiend, or an Undead. The creature you touch is no longer char⁠med, fright⁠ened, or possessed by such creatures.

\n

Dismissal. As your action, make a melee power Attack against a Celestial, an elemental, a fey, a fiend, or an Undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, unde⁠ad are sent to the Shadowfell, and fey are sent to the Feywild.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":25,"scaling":"power","value":""},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"Holy water or powdered silver and iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-sky-3.jpg","effects":[]},{"_id":"9wis0HWSLp7b6hjC","name":"Resurrection","type":"power","data":{"description":{"value":"

You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.

This power neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the power, they afflict the target on its return to life.

This power closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Casting this power to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast powers again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"spec","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":7,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A diamond worth at least 1,000 gp, which the power consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/heal-sky-3.jpg","effects":[]},{"_id":"jQji64imiJ2S55eW","name":"Commune","type":"power","data":{"description":{"value":"

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the power ends. You receive a correct answer for each question.

\n

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.

\n

If you cast the power two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":5,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false},"materials":{"value":"Incense and a vial of holy or unholy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-sky-3.jpg","effects":[]},{"_id":"EuVQ52Ol4zBq4VMN","name":"Control Weather","type":"power","data":{"description":{"value":"

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this power. Moving to a place where you don’t have a clear path to the sky ends the power early.

\n

When you cast the power, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the power ends, the weather gradually returns to normal.

\n

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

\n

Conditions

\n
    \n
  1. Clear
  2. \n
  3. Light clouds
  4. \n
  5. Overcast or ground fog
  6. \n
  7. Rain, hail, or snow
  8. \n
  9. Torrential rain, driving hail, or blizzard
  10. \n
\n

Temperature

\n
    \n
  1. Unbearable heat
  2. \n
  3. Hot
  4. \n
  5. Warm
  6. \n
  7. Cool
  8. \n
  9. Cold
  10. \n
  11. Arctic cold
  12. \n
\n

Wind

\n
    \n
  1. Calm
  2. \n
  3. Moderate wind
  4. \n
  5. Strong wind
  6. \n
  7. Gale
  8. \n
  9. Storm
  10. \n
","chat":"","unidentified":""},"source":"PHB pg. 228","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":5,"width":null,"units":"mi","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":8,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"Burning incense and bits of earth and wood mixed in water.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-sky-3.jpg","effects":[]},{"_id":"sZjcCRCNcf6m4VoK","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The solar can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn.

\n
\n

The solar can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":300000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"H4Qnl5aNwIuOiKvm","name":"Teleport","type":"feat","data":{"description":{"value":"

The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/powers/runes-magenta-3.jpg","effects":[]},{"_id":"hvLibxV3shPORnBB","name":"Searing Burst","type":"feat","data":{"description":{"value":"
The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
\n

The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","fire"],["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":23,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_01.jpg","effects":[]},{"_id":"iXcyU8grGuxZbkYJ","name":"Blinding Gaze","type":"feat","data":{"description":{"value":"
The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration power removes the blindness.\n

The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must make a Constitution saving throw.

\n
\n

The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a Constitution saving throw or be blinded.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":3,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":3},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/skills/light_01.jpg","effects":[]},{"_id":"eNypfn99CwFCi47y","name":"Regional Effects","type":"feat","data":{"description":{"value":"

The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/blue_31.jpg","effects":[]},{"_id":"wxR8cWGMfaaMKc1W","name":"Lair Actions","type":"feat","data":{"description":{"value":"
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":600000,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]}],"effects":[]} {"_id":"lZR4lhNmYSf89s4Q","name":"Boar","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"dex":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0,"dc":6},"wis":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":7}},"attributes":{"ac":{"value":11,"min":10},"hp":{"value":11,"min":0,"max":11,"temp":0,"tempmax":0,"formula":"2d8 + 2"},"init":{"value":0,"bonus":0,"mod":0,"total":0,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":195,"pct":0,"encumbered":false}},"details":{"biography":{"value":"

Boars are hardy, rotund beasts who inhabit the shrouded woodlands of our world, snuffling about for a root or mushroom to enjoy or upturning the foliage in search of a suitable trench to wallow in.  Resembling nothing more than an overgrown domesticated pig, a boar is anything but its breakfast-table-bound cousin.  Standing anywhere from 24 to 38 inches tall upon stocky legs, the hefty wild boar’s most dangerous asset (its massive head) takes prominence, ending in a pair of deadly sharp tusks.  The head, which encompasses over a third of the boar’s entire body length, is made up of a thick mass of bone and muscles which allows the boar to smash into objects and enemies while inflicting little harm upon itself.  Charging up to speeds of 25 miles per hour, the boar can use its charge to deadly effect as the creatures hardy skull and gouging tusks will make short work of most common defenses.  Should you be out on the hunt for a wild boar, it should be noted that the creatures are of a ruddy and substantial endurance, seemingly able to fight off death in order to gore its enemy one last time.

\n","public":""},"alignment":"Unaligned","race":null,"type":"Beast","environment":"Grassland","cr":0.25,"powerLevel":null,"xp":{"value":50},"source":"MM pg. 319","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"arc":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ath":{"value":0,"ability":"str","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"his":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"ins":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"itm":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"med":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"nat":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"prc":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1},"prf":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","mod":-3,"bonus":0,"passive":7,"prof":0,"total":-3},"rel":{"value":0,"ability":"int","mod":-4,"bonus":0,"passive":6,"prof":0,"total":-4},"slt":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","mod":-1,"bonus":0,"passive":9,"prof":0,"total":-1}},"powers":{"power1":{"value":0,"override":null,"max":0},"power2":{"value":0,"override":null,"max":0},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"NBkyFFhtTwdmFhsp","sort":1700000,"flags":{},"img":"systems/sw5e/tokens/beast/Boar.png","token":{"flags":{},"name":"Boar","displayName":0,"img":"systems/sw5e/tokens/beast/Boar.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"lZR4lhNmYSf89s4Q","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{},"bar2":{},"randomImg":false},"items":[{"_id":"ypnf9maxKh66ucMe","name":"Tusk","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

\n

The Boar attacks with its Tusk.

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If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage.

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If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

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If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes extra slashing damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Recharges on a short or long rest.

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If the boar takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage.

The target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

The Phase Spider attacks with its Bite. The target must make a Constitution saving throw.

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A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.

\n

Token artwork by Forgotten Adventures.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage.

The target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

The Phase Spider attacks with its Bite. The target must make a Constitution saving throw.

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Token artwork by Forgotten Adventures.

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A gleaming steel point mouted atop a stout wooden haft, the spear may be wielded in one hand or two and can puncture through the heaviest armor with deadly force.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

The Sahuagin attacks with its Bite.

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The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.

The Sahuagin attacks with its Claws.

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The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

The sahuagin can breathe air and water.

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The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.

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The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.

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The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals extra radiant damage (included in the attack).

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The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).

\n

In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.

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The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

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The deva's powercasting ability is Charisma (power save DC 17). The deva can innately cast the following powers, requiring only verbal components:

\n

At will: detect evil and good

\n

1/day each: commune, raise dead

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The deva has advantage on saving throws against powers and other magical effects.

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The deva makes two melee attacks.

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\n

Melee Weapon Attack:+8 to hit,, 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.

\n

The Deva attacks with its Mace.

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For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the power ends. You receive a correct answer for each question.

\n

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.

\n

If you cast the power two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

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You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This power also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This power doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the power, they take effect when the creature returns to life. The power can't return an undead creature to life.

This power closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the power automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

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Melee Weapon Attack:+9 to hit,, 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.

The Young Blue Dragon attacks with its Bite.

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Melee Weapon Attack:+9 to hit,, 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

The Young Blue Dragon attacks with its Claw.

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The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw.

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The dragon makes three attacks: one with its bite and two with its claws.

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The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid.

Its statistics, other than its size and AC, are the same in each form. Any equipment it. is wearing or carrying isn't transformed. It reverts to its true form if it dies.

The werebear can use its action to polymorph, or return to its true form.

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The werebear has advantage on Wisdom (Perception) checks that rely on smell.

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In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with were bear lycanthropy.

The Werebear attacks with its Bite. If the target is a humanoid, it must make a Constitution saving throw.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

The Werebear attacks with its Claw.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

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The Werebear attacks with its Greataxe.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

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The Brown Bear attacks with its Bite.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

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The Brown Bear attacks with its Claws.

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Melee Weapon Attack:+13 to hit,, 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.

The Roc attacks with its Beak.

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Melee Weapon Attack:+13 to hit,, 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage.

The target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.

The Roc attacks with its Talons. The target is grappled. Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.

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A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. Recharges after a Short or Long Rest.

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Melee Weapon Attack:+5 to hit,, 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

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If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.

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If the dragon fails a saving throw, it can choose to succeed instead.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+14 to hit,, 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

The Ancient Brass Dragon attacks with its Bite.

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Melee Weapon Attack:+14 to hit,, 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

The Ancient Brass Dragon attacks with its Claw.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":18,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":500000,"flags":{},"img":"systems/sw5e/icons/skills/red_02.jpg","effects":[]},{"_id":"JjvNpMw6JP0A33yu","name":"Tail","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack:+14 to hit,, 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

The Ancient Brass Dragon attacks with its Tail.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":600000,"flags":{},"img":"systems/sw5e/icons/skills/blood_08.jpg","effects":[]},{"_id":"qmdYJXoLm52JeDEN","name":"Breath Weapons","type":"feat","data":{"description":{"value":"
\n

The dragon uses one of the following breath weapons:

\n

**Fire Breath.** The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

\n

**Sleep Breath.** The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

\n
\n

The dragon breathes in!

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":5,"charged":true},"attunement":0},"sort":700000,"flags":{},"img":"systems/sw5e/icons/skills/fire_05.jpg","effects":[]},{"_id":"zM7nlV0WXlCeZj01","name":"Fire Breath","type":"feat","data":{"description":{"value":"
\n

**Fire Breath.** The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales fire in a 90-foot cone. Each creature in that area must make a Dexterity saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":90,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["16d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":21,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":800000,"flags":{},"img":"systems/sw5e/icons/skills/fire_05.jpg","effects":[]},{"_id":"n1nya8bJgMqzsyfz","name":"Sleep Breath","type":"feat","data":{"description":{"value":"
\n

**Sleep Breath.** The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

\n
\n

The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":90,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":21,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":900000,"flags":{},"img":"systems/sw5e/icons/skills/light_01.jpg","effects":[]},{"_id":"ffeBuEAJL0Kk0RRk","name":"Change Shape","type":"feat","data":{"description":{"value":"

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

\n

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/skills/blue_35.jpg","effects":[]},{"_id":"BgJf6V68k1OQMyWH","name":"Legendary Actions","type":"feat","data":{"description":{"value":"
\n

The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1100000,"flags":{},"img":"systems/sw5e/icons/skills/yellow_09.jpg","effects":[]},{"_id":"FWLpSMrjPPegkAxX","name":"Detect","type":"feat","data":{"description":{"value":"
\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1200000,"flags":{},"img":"systems/sw5e/icons/skills/blue_17.jpg","effects":[]},{"_id":"Ru7kWvjTE3H4Qbrh","name":"Tail Attack","type":"weapon","data":{"description":{"value":"

The dragon makes a tail attack.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1300000,"flags":{},"img":"systems/sw5e/icons/skills/blood_08.jpg","effects":[]},{"_id":"NgeJhGPvdvOyx7OI","name":"Wing Attack","type":"weapon","data":{"description":{"value":"

The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 ( 2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"legendary","cost":2,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"resources.legact.value","amount":2},"ability":"str","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":22,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":1400000,"flags":{},"img":"systems/sw5e/icons/skills/blue_02.jpg","effects":[]},{"_id":"OY4mIiqSBDwjHjdj","name":"Lair Actions","type":"feat","data":{"description":{"value":"
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1500000,"flags":{},"img":"systems/sw5e/icons/skills/green_18.jpg","effects":[]},{"_id":"rV06CSnbJVNfLnyr","name":"Regional Effects","type":"feat","data":{"description":{"value":"

The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1600000,"flags":{},"img":"systems/sw5e/icons/skills/blue_31.jpg","effects":[]}],"effects":[]} {"_id":"pLzSh4dA517Tn73E","name":"Giant Lizard","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"con":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":2,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0,"dc":6},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":7}},"attributes":{"ac":{"value":12,"min":11},"hp":{"value":19,"min":0,"max":19,"temp":0,"tempmax":0,"formula":"3d10 + 3"},"init":{"value":0,"bonus":0,"mod":1,"total":1,"prof":0},"movement":{"burrow":0,"climb":30,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"senses":{"darkvision":30,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":450,"pct":0,"encumbered":false}},"details":{"biography":{"value":"
\n

Author’s Note: Please see below the entry for “Lizard” which will suffice for the description of this creature.  Please note that “Giant” is a relative term and this creature is only giant in relative terms to its common size.

\n

“Hey there Mr. Goodberry lookie here!  I done got me a new earring!”
A gnomish resident of the swamps attaching lizards to his earlobes during my travels.

\n
\n

The most common reptile who inhabits every locale from the forests to the mountain peaks is, of course, the lizard.  These four legged friends are of course familiar to all whom read this tome and can come in thousands of various breeds and sizes.  What makes these little reptiles so very unique (and possibly a fine form for your familiar) is their ability to cling to a multitude of surfaces.  Adept at climbing, lizards may scale sheer surfaces and procure hidden vantage points from which to gaze down upon those you may wish to observe.  Some varieties of lizards are also able to shift the pigmentation of their flesh, allowing for further subterfuge options!  However, the humble lizard does not provide much in the way of offense as their bite is nothing more than a nuisance to most humanoids.  The lizard is perhaps best left to the shadows, where it may observe the world unseen for its clever master.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

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The Giant Lizard attacks with its Bite.

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If the minotaur moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage.

If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 ft. away and knocked prone.

If the minotaur moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes extra piercing damage. If the target is a creature, it must make a Strength saving throw or be pushed up to 10 ft. away and knocked prone.

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The minotaur can perfectly recall any path it has traveled.

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At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

The Minotaur attacks with its Greataxe.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

The Minotaur attacks with its Gore.

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The rakshasa can't be affected or detected by powers of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other powers and magical effects.

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The rakshasa's innate powercasting ability is Charisma (power save DC 18, +10 to hit with power attacks). The rakshasa can innately cast the following powers, requiring no material components:

\n

At will: detect thoughts, disguise self, mage hand, minor illusion

\n

3/day each: charm person, detect magic, invisibility, major image, suggestion

\n

1/day each: dominate person, fly, plane shift, true seeing

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The rakshasa makes two claw attacks.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature.

The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse power or similar magic.

The Rakshasa attacks with its Claw.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":400000,"flags":{},"img":"systems/sw5e/icons/skills/red_31.jpg","effects":[]},{"_id":"Yh56BcaTYCgDQxyW","name":"Detect Thoughts","type":"power","data":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the power and as your action on each turn until the power ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the power ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the power ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this power is particularly effective as part of an interrogation.

You can also use this power to detect the presence of thinking creatures you can't see. When you cast the power or as your action during the duration, you can search for thoughts within 30 feet of you. The power can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":18,"scaling":"power"},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-eerie-2.jpg","effects":[]},{"_id":"jTLRl5pX8kwsfyoG","name":"Disguise Self","type":"power","data":{"description":{"value":"

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the power ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your power save DC.

","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-eerie-2.jpg","effects":[]},{"_id":"psu39GciiKbqDBv8","name":"Mage Hand","type":"power","data":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this power again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/ice_16.jpg","effects":[]},{"_id":"MnQwWVPKs9ga5bKa","name":"Minor Illusion","type":"power","data":{"description":{"value":"

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this power again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the power ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"ill","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A bit of fleece.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/shadow_12.jpg","effects":[]},{"_id":"2boEOEZoprgITrzn","name":"Charm Person","type":"power","data":{"description":{"value":"

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the power ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the power ends, the creature knows it was Charmed by you.

","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":18,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-2.jpg","effects":[]},{"_id":"KiMKj5sTPXl1XSE9","name":"Detect Magic","type":"power","data":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-blue-2.jpg","effects":[]},{"_id":"kj2TnzkLvawtQ4Rg","name":"Invisibility","type":"power","data":{"description":{"value":"

A creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The power ends for a target that attacks or casts a power.

\n

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"An eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/fog-sky-2.jpg","effects":[]},{"_id":"3FZQ0H5zCw4p6vn1","name":"Major Image","type":"power","data":{"description":{"value":"

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"ill","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A bit of fleece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/wind-grasp-magenta-2.jpg","effects":[]},{"_id":"Ckw1hRrOxipEVghR","name":"Suggestion","type":"power","data":{"description":{"value":"

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the power.

\n

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the power expires, the activity isn't performed.

\n

If you or any of your companions damage the target, the power ends.

","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":18,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A snake's tongue and either a bit of honeycomb or a drop of sweet oil","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-2.jpg","effects":[]},{"_id":"EsDjBP68jWnF2l7F","name":"Dominate Person","type":"power","data":{"description":{"value":"

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.

\n

At Higher Levels. When you cast this power using a 6th-level power slot, the duration is concentration, up to 10 minutes. When you use a 7th-level power slot, the duration is concentration, up to 1 hour. When you use a power slot of 8th level or higher, the duration is concentration, up to 8 hours.

","chat":"","unidentified":""},"source":"PHB pg. 235","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":18,"scaling":"power"},"level":5,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/air-burst-magenta-3.jpg","effects":[]},{"_id":"iNF3tgofebDcdqx0","name":"Fly","type":"power","data":{"description":{"value":"

You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the power ends, the target falls if it is still aloft, unless it can stop the fall.

\n

At Higher Levels. When you cast this power using a power slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"A wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/link-spirit-1.jpg","effects":[]},{"_id":"HkbniuFmJt7hOBF6","name":"Plane Shift","type":"power","data":{"description":{"value":"

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this power can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this power to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee power attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":8,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":18,"scaling":"power"},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence","consumed":false,"cost":250,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/runes-royal-3.jpg","effects":[]},{"_id":"1Bm31uiAjkCyWnv7","name":"True Seeing","type":"power","data":{"description":{"value":"

This power gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

","chat":"","unidentified":""},"source":"PHB pg. 284","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":6,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"An ointment for the eyes that costs 25gp; is made from mushroom powder, saffron, and fat; and is consumed by the power","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/evil-eye-eerie-3.jpg","effects":[]}],"effects":[]} {"_id":"qZyLwdx7lj5d1wfD","name":"Roper","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0,"dc":15},"dex":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"con":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":14},"int":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":14},"cha":{"value":6,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":9}},"attributes":{"ac":{"value":20,"min":9},"hp":{"value":93,"min":0,"max":93,"temp":0,"tempmax":0,"formula":"11d10 + 33"},"init":{"value":0,"bonus":0,"mod":-1,"total":-1,"prof":0},"movement":{"burrow":0,"climb":10,"fly":0,"swim":0,"walk":10,"units":"ft","hover":false},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"","prof":3,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":540,"pct":0,"encumbered":false}},"details":{"biography":{"value":"

Ropers are underworld hunters and ambushers which have evolved to assume the appearance of stalagmites or other rock formations. Ropers wait for living creatures to draw near before lashing out with extruding tendrils which ensnare the target and sap its strength. The roper will draw its prey into a large fanged maw to slowly consume.

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While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.

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The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage).

Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

The roper can have up to six tendrils at a time. Each tendril can be attacked. A tendril can also be broken if a creature takes an action and succeeds on a Strength check against it.

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The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.

The Roper attacks with its Bite.

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Melee Weapon Attack:+7 to hit,, 50 ft., one target. Hit: The target is Grappled (escape DC 15). Until the grapple ends, the target is Restrained and has disadvantage on Strength Checks and Strength Saving Throws , and the roper can't use the same tendril on another target.

The Roper attacks with its Tendril. The target is grappled. Until the grapple ends, the target is restrained and has disadvantage on Strength Checks and Strength Saving Throws.

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The roper pulls each creature grappled by it up to 25 ft. straight toward it.

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The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.

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Bats are a common fixture within the secluded forests and lightless caverns of our world. Bats are a nocturnal creature prized by arcanists for their ability to navigate terrain in near total darkness. This alone makes them a prized choice for a summoned familiar. Varying from the size of a mouse to that of a house cat, bats have a unique feature amongst mammals: the gift of flight! Stretched thin between needle-thin boney “hands” are fleshy membranes which span out wide from the bat’s delicate body, allowing the bats to take to the skies in search of insects and woodland fruits to indulge upon.

\n

Chitter Chatter. Presumed blind by many from nonsense tales told to children, bats have eyesight nearly akin to our own, though notably less sharp. What makes these creatures truly unique is their ability to navigate in the pitch black of night. The bats utilize a series of chirps and screeches researchers have dubbed “echolocation” to pinpoint objects or prey within their flightpath. The echolocation chirps emitted by the bats bounce back towards the tiny creature’s proportionally massive ears, allowing the bats to make split second corrections to their navigation without the aid of their eyes. It should be again noted that the bat makes a clever familiar choice, as they may navigate those places too dim and dangerous for our mortal eyes.

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The bat can't use its blindsight while deafened.

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The bat has advantage on Wisdom (Perception) checks that rely on hearing.

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Melee Weapon Attack:+0 to hit,, 5 ft., one creature. Hit: 1 piercing damage.

\n

The Bat attacks with its Bite.

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Oh adventurer, were I able to precisely list every nature of cultists here for you, this tome would certainly span multitudinous volumes. Cultists, as their name describes, are those members of a secret underground society (or cult) whom very often practice a dark and unholy religion with their fellows. Beware adventurer! Not every cult is simply based around religious pretexts, there are those who seek political movements, those who are power hungry, and those who deign to meddle with forces our histories have lost long ago. Let me describe for you the very basics of common cult activity.

\n

Friends on the Other Side. Cultists operate entirely in secrecy outside of the normal comings and goings of everyday life. What makes the cultist so fascinating is that they often attempt to blend seamlessly in with common folk: the barkeep at your favorite tavern, the guard near the gate, or even the dancer upon the stage may all be part of an underground community based ostensibly in evil. Now, to be clear, I do not encourage paranoia as cult activity is relatively rare in comparison to other, more immediate threats to our world; however, should a clever adventurer keep a keen eye out for secretive motions or gestures, odd symbols or markings, and even whispered code words, they can be certain they have stumbled into the workings of a cult. Quite commonly cultists align themselves with an ancient power trapped or dormant somewhere upon one of the more foul planes of existence. Their goals with this dark, godly force are myriad but often include control of a political structure, the deaths of hundreds if not thousands, or simply to sew despair and chaos across the realms of mortals. Unlike the desperate and cowardly bandits pushed to the brink by circumstance, cultists are often irredeemable foes. These men and women have been programed, brain-washed, or even directly controlled by their benefactor into the ways of darkness; often they are unfortunately unable to return to society once they have ingratiated themselves too deeply within the cult's network. Cults should always be handled and broken up with the utmost care; though the humanoid pawns behind the cult can be more easily dealt with, it should be remembered that cosmically evil forces may be at work and already set well into motion behind those pawns.

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The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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The cultist has advantage on saving throws against being charmed or frightened.

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Melee Weapon Attack:+3 to hit,, 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.

\n

The Cultist attacks with their Scimitar.

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Oh adventurer, were I able to precisely list every nature of cultists here for you, this tome would certainly span multitudinous volumes. Cultists, as their name describes, are those members of a secret underground society (or cult) whom very often practice a dark and unholy religion with their fellows. Beware adventurer! Not every cult is simply based around religious pretexts, there are those who seek political movements, those who are power hungry, and those who deign to meddle with forces our histories have lost long ago. Let me describe for you the very basics of common cult activity.

\n

Friends on the Other Side. Cultists operate entirely in secrecy outside of the normal comings and goings of everyday life. What makes the cultist so fascinating is that they often attempt to blend seamlessly in with common folk: the barkeep at your favorite tavern, the guard near the gate, or even the dancer upon the stage may all be part of an underground community based ostensibly in evil. Now, to be clear, I do not encourage paranoia as cult activity is relatively rare in comparison to other, more immediate threats to our world; however, should a clever adventurer keep a keen eye out for secretive motions or gestures, odd symbols or markings, and even whispered code words, they can be certain they have stumbled into the workings of a cult. Quite commonly cultists align themselves with an ancient power trapped or dormant somewhere upon one of the more foul planes of existence. Their goals with this dark, godly force are myriad but often include control of a political structure, the deaths of hundreds if not thousands, or simply to sew despair and chaos across the realms of mortals. Unlike the desperate and cowardly bandits pushed to the brink by circumstance, cultists are often irredeemable foes. These men and women have been programed, brain-washed, or even directly controlled by their benefactor into the ways of darkness; often they are unfortunately unable to return to society once they have ingratiated themselves too deeply within the cult's network. Cults should always be handled and broken up with the utmost care; though the humanoid pawns behind the cult can be more easily dealt with, it should be remembered that cosmically evil forces may be at work and already set well into motion behind those pawns.

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The cultist has advantage on saving throws against being charmed or frightened.

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Melee Weapon Attack:+3 to hit,, 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.

\n

The Cultist attacks with their Scimitar.

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Token artwork by Forgotten Adventures.

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The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

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The ghost can move through other creatures and objects as if they were difficult terrain.

It takes 5 (1d10) force damage if it ends its turn inside an object.

The ghost can move through other creatures and objects as if they were difficult terrain.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.

The Ghost attacks with its Withering Touch.

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The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

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Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years.

A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration power, but only within 24 hours of it occurring.

Each non-undead creature within 60 ft. of the ghost that can see it must succeed make a Wisdom saving throw. A target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.

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One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness.

The ghost can't be targeted by any attack, power, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good power. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

One humanoid that the ghost can see within 5 ft. of it must make a Charisma saving throw.

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Melee Weapon Attack:+10 to hit,, 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.

The Young Red Dragon attacks with its Bite.

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Melee Weapon Attack:+10 to hit,, 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

The Young Red Dragon attacks with its Claw.

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The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

The dragon exhales fire in a 30-foot cone. Each creature in that area must make a Dexterity saving throw.

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The dragon makes three attacks: one with its bite and two with its claws.

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The nalfeshnee has advantage on saving throws against powers and other magical effects.

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The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.

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Melee Weapon Attack:+10 to hit,, 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.

The Nalfeshnee attacks with its Bite.

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Melee Weapon Attack:+10 to hit,, 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

The Nalfeshnee attacks with its Claw.

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The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.

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The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades.

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In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.

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More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.

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Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

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The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

\n

The Bandit Captain attacks with their Scimitar.

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Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

\n

The Bandit Captain attacks with their Dagger.

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The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades.

\n

In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.

\n

More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.

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Token artwork by Forgotten Adventures.

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Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

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The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

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The Bandit Captain attacks with their Scimitar.

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Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

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The Bandit Captain attacks with their Dagger.

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The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

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While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.

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Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

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The Wight attacks with its Longbow.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

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The Wight attacks with its Longsword.

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Melee Weapon Attack:+4 to hit,, 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage.

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The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

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The Wight attacks with its Life Drain. The target must make a Constitution saving throw.

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Token artwork by Forgotten Adventures.

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If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage.

\n

If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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\n

If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes a extra bludgeoning damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.

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The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

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The Giant Goat attacks with its Ram.

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A horse is a horse, of course of course.
Dolan Dullard’s Book of Actual Rhymes

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

\n

The Riding Horse attacks with its Hooves.

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At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.

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Magical darkness doesn't impede the devil's Darkvision.

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The devil has advantage on saving throws against powers and other magical effects.

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The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.

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\n

Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 6 (1d6 + 3) piercing damage.

\n

The Barbed Devil attacks with its Claw.

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\n

Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

\n

The Barbed Devil attacks with its Tail.

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\n

Ranged Power Attack:+5 to hit,, 150 ft., one target. Hit: 10 (3d6) fire damage.

\n

If the target is a flammable object that isn't being worn or carried, it also catches fire.

\n
\n

The Barbed Devil attacks with its Hurl Flame. If the target is a flammable object that isn't being worn or carried, it also catches fire.

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You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this power, and a light winks out if it exceeds the power's range.

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You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this power again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the power ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

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You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

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The hag can breathe air and water.

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The hag's innate powercasting ability is Charisma (power save DC 12). She can innately cast the following powers, requiring no material components:

\n

At will: dancing lights, minor illusion, vicious mockery

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The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

The Green Hag attacks with its Claws.

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The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.

\n

The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.

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The hag magically turns invisible until she attacks or casts a power, or until her concentration ends (as if concentrating on a power). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.

The hag magically turns invisible. Any equipment she wears or carries is invisible with her.

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Aboleths lair in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins of an ancient, fallen aboleth city. An aboleth spends most of its existence underwater, surfacing occasionally to treat with visitors or deranged worshipers.

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\n

The aboleth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target.

\n

The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.

\n
\n

The target must make a Wisdom saving throw. Whenever the target takes damage, the target can repeat the saving throw. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.

","chat":"","unidentified":""},"source":"MM pg. 13","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"wis"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1137500,"flags":{},"img":"systems/sw5e/icons/skills/violet_10.jpg","effects":[]},{"_id":"eK34LWjCZnoLqUbv","name":"Detect","type":"feat","data":{"description":{"value":"

The aboleth makes a Wisdom (Perception) check.

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\n

The aboleth makes one tail attack.

\n
\n

The aboleth swipes its tail against its prey!

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One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.

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\n

While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.

\n
\n

While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a Constitution saving throw.

","chat":"","unidentified":""},"source":"MM pg. 13","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"con","dc":14,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1000000,"flags":{},"img":"systems/sw5e/icons/skills/water_05.jpg","effects":[]},{"_id":"R5sQYgehDyPiDyyE","name":"Probing Telepathy","type":"feat","data":{"description":{"value":"

If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.

","chat":"","unidentified":""},"source":"MM pg. 13","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1025000,"flags":{},"img":"systems/sw5e/icons/skills/violet_03.jpg","effects":[]},{"_id":"sgauK8Lyt8qxsxOH","name":"Tentacle","type":"weapon","data":{"description":{"value":"
\n

Melee Weapon Attack:+9 to hit,, 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

\n

If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature gains Tentacle Disease.

\n
\n

The Aboleth attacks with its Tentacle. If the target is a creature, it must make a Constitution saving throw.

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\n

Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.

\n
\n

The Aboleth attacks with its Tail.

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The aboleth can breathe air and water.

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\n

After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing power of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

\n
\n

You feel a surging pain rushing through your body!

","chat":"","unidentified":""},"source":"MM pg. 13","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","acid"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":250000,"flags":{},"img":"systems/sw5e/icons/skills/affliction_16.jpg","effects":[]},{"_id":"5zfFkWqOMddCmxiR","name":"Multiattack","type":"feat","data":{"description":{"value":"

The aboleth makes three tentacle attacks.

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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\n

The aboleth can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.

\n
\n

The aboleth can take 3 legendary actions.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long.

\n

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The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

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The shark can breathe only underwater.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

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The Hunter Shark attacks with its Bite.

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Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long.

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Token artwork by Forgotten Adventures.

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The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

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The Hunter Shark attacks with its Bite.

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Token artwork by Forgotten Adventures.

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The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

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Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage.

If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse power or other magic.

The Mummy attacks with its Rotting Fist. If the target is a creature, it must make a Constitution saving throw.

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The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn.

If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must make a Wisdom saving throw against this magic.

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The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

The Grick attacks with its Tentacles.

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Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The Grick attacks with its Beak.

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The tiger has advantage on Wisdom (Perception) checks that rely on smell.

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If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone.

\n

If the target is prone, the lion can make one bite attack against it as a bonus action.

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\n

If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must make a Strength saving throw.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

\n

The Saber-Toothed Tiger attacks with its Bite.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

\n

The Saber-Toothed Tiger attacks with its Claw.

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Fanatics are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.

\n

","public":""},"alignment":"Any Non-Good","race":null,"type":"Humanoid (any race)","environment":null,"cr":2,"powerLevel":4,"xp":{"value":450},"source":"MM pg. 345","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["custom"],"custom":"any one language (usually Common)"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"arc":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"dec":{"value":1,"ability":"cha","mod":2,"bonus":0,"passive":14,"prof":2,"total":4},"his":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"inv":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"med":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"prc":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"per":{"value":1,"ability":"cha","mod":2,"bonus":0,"passive":14,"prof":2,"total":4},"rel":{"value":1,"ability":"int","mod":0,"bonus":0,"passive":12,"prof":2,"total":2},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1}},"powers":{"power1":{"value":4,"override":4,"max":4},"power2":{"value":3,"override":3,"max":3},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"ZSWBRlk2vsD2qKZC","sort":1700000,"flags":{},"img":"icons/svg/mystery-man.svg","token":{"flags":{},"name":"Cult Fanatic","displayName":20,"img":"icons/svg/mystery-man.svg","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"tYfQIxCJT0WaaKmc","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"vTb2KSllrajm88Ni","name":"Leather Armor","type":"equipment","data":{"description":{"value":"

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":10,"price":"10","attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":11,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":"","stealth":false,"proficient":true},"sort":1100001,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]},{"_id":"lSteE7vBmM70Jy3Z","name":"Dark Devotion","type":"feat","data":{"description":{"value":"

The fanatic has advantage on saving throws against being charmed or frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":0,"flags":{},"img":"systems/sw5e/icons/skills/violet_15.jpg","effects":[]},{"_id":"KRbUbk5AkQOabBhO","name":"Powercasting","type":"feat","data":{"description":{"value":"
\n

The fanatic is a 4th-level powercaster. Its power casting ability is Wisdom (power save DC 11, +3 to hit with power attacks).

\n

The fanatic has the following cleric powers prepared:

\n

Cantrips (at will): light, sacred flame, thaumaturgy

\n

1st level (4 slots): command, inflict wounds, shield of faith

\n

2nd level (3 slots): hold person, spiritual weapon

\n
\n

The fanatic is a powercaster. Its power casting ability is Wisdom.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"rel4rZxkVlQQaJzv","name":"Light","type":"power","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":11,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-sky-1.jpg","effects":[]},{"_id":"cyAPTNFAfJZRMsSG","name":"Sacred Flame","type":"power","data":{"description":{"value":"

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":11,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-orange-2.jpg","effects":[]},{"_id":"6gdrsDerIEH5YGOT","name":"Thaumaturgy","type":"power","data":{"description":{"value":"

You create one of the following magical effects within range:

\n\n

If you cast this power multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"OEwZcZzFfpuTr7Gn","name":"Command","type":"power","data":{"description":{"value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The power has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

\n

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the power ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Grovel. The target falls prone and then ends its turn.

\n

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":11,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-1.jpg","effects":[]},{"_id":"Y2uSsWTMZZX7aayl","name":"Inflict Wounds","type":"power","data":{"description":{"value":"

Make a melee power Attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 253","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d10"},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-jade-2.jpg","effects":[]},{"_id":"P9bW3ppbPsr3onud","name":"Shield of Faith","type":"power","data":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small parchment with a bit of holy text written on it.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-sky-2.jpg","effects":[]},{"_id":"AxwuA8ugipee5vnW","name":"Hold Person","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

\n

Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 251","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":11,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small, straight piece of iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-eerie-2.jpg","effects":[]},{"_id":"u09yA9jnMJR6HLuu","name":"Spiritual Weapon","type":"power","data":{"description":{"value":"

You create a floating, spectral weapon within range that lasts for the duration or until you cast this power again. When you cast the power, you can make a melee power attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your powercasting ability modifier.

\n

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

\n

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this power’s effect resemble that weapon.

\n

Higher Levels. When you cast this power using a power slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"],["@mod","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"sort":200001,"flags":{},"img":"systems/sw5e/icons/powers/enchant-magenta-2.jpg","effects":[]},{"_id":"WfqCnxOUS8aXxd7O","name":"Multiattack","type":"feat","data":{"description":{"value":"

The fanatic makes two melee attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":1000001,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"zTX7ZTUkqUMSbGII","name":"Dagger","type":"weapon","data":{"description":{"value":"
\n

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

\n

The Cult Fanatic attacks with their Dagger.

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Token artwork by Forgotten Adventures.

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If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone.

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If the target is prone, the lion can make one bite attack against it as a bonus action.

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If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must make a Strength saving throw.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

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The Saber-Toothed Tiger attacks with its Bite.

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Melee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

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The Saber-Toothed Tiger attacks with its Claw.

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Fanatics are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.

\n

Token artwork by Forgotten Adventures.

","public":""},"alignment":"Any Non-Good","race":null,"type":"Humanoid (any race)","environment":null,"cr":2,"powerLevel":4,"xp":{"value":450},"source":"MM pg. 345","class":{}},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["custom"],"custom":"any one language (usually Common)"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ani":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"arc":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"dec":{"value":1,"ability":"cha","mod":2,"bonus":0,"passive":14,"prof":2,"total":4},"his":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"inv":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"med":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","mod":0,"bonus":0,"passive":10,"prof":0,"total":0},"prc":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"per":{"value":1,"ability":"cha","mod":2,"bonus":0,"passive":14,"prof":2,"total":4},"rel":{"value":1,"ability":"int","mod":0,"bonus":0,"passive":12,"prof":2,"total":2},"slt":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"ste":{"value":0,"ability":"dex","mod":2,"bonus":0,"passive":12,"prof":0,"total":2},"sur":{"value":0,"ability":"wis","mod":1,"bonus":0,"passive":11,"prof":0,"total":1}},"powers":{"power1":{"value":4,"override":4,"max":4},"power2":{"value":3,"override":3,"max":3},"power3":{"value":0,"override":null,"max":0},"power4":{"value":0,"override":null,"max":0},"power5":{"value":0,"override":null,"max":0},"power6":{"value":0,"override":null,"max":0},"power7":{"value":0,"override":null,"max":0},"power8":{"value":0,"override":null,"max":0},"power9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null,"max":0,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"folder":"ZSWBRlk2vsD2qKZC","sort":1700000,"flags":{},"img":"systems/sw5e/tokens/humanoid/CultFanatic.png","token":{"flags":{},"name":"Cult Fanatic","displayName":20,"img":"systems/sw5e/tokens/humanoid/CultFanatic.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"tYfQIxCJT0WaaKmc","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{},"randomImg":false},"items":[{"_id":"vTb2KSllrajm88Ni","name":"Leather Armor","type":"equipment","data":{"description":{"value":"

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":10,"price":"10","attuned":false,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":11,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":"","stealth":false,"proficient":true},"sort":1100001,"flags":{},"img":"systems/sw5e/icons/items/armor/leather.png","effects":[]},{"_id":"lSteE7vBmM70Jy3Z","name":"Dark Devotion","type":"feat","data":{"description":{"value":"

The fanatic has advantage on saving throws against being charmed or frightened.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":0,"flags":{},"img":"systems/sw5e/icons/skills/violet_15.jpg","effects":[]},{"_id":"KRbUbk5AkQOabBhO","name":"Powercasting","type":"feat","data":{"description":{"value":"
\n

The fanatic is a 4th-level powercaster. Its power casting ability is Wisdom (power save DC 11, +3 to hit with power attacks).

\n

The fanatic has the following cleric powers prepared:

\n

Cantrips (at will): light, sacred flame, thaumaturgy

\n

1st level (4 slots): command, inflict wounds, shield of faith

\n

2nd level (3 slots): hold person, spiritual weapon

\n
\n

The fanatic is a powercaster. Its power casting ability is Wisdom.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/skills/violet_08.jpg","effects":[]},{"_id":"rel4rZxkVlQQaJzv","name":"Light","type":"power","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":11,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/light-sky-1.jpg","effects":[]},{"_id":"cyAPTNFAfJZRMsSG","name":"Sacred Flame","type":"power","data":{"description":{"value":"

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

\n

The power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":11,"scaling":"power"},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/beam-orange-2.jpg","effects":[]},{"_id":"6gdrsDerIEH5YGOT","name":"Thaumaturgy","type":"power","data":{"description":{"value":"

You create one of the following magical effects within range:

\n\n

If you cast this power multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-royal-1.jpg","effects":[]},{"_id":"OEwZcZzFfpuTr7Gn","name":"Command","type":"power","data":{"description":{"value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The power has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

\n

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the power ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Grovel. The target falls prone and then ends its turn.

\n

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":11,"scaling":"power"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/explosion-magenta-1.jpg","effects":[]},{"_id":"Y2uSsWTMZZX7aayl","name":"Inflict Wounds","type":"power","data":{"description":{"value":"

Make a melee power Attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB pg. 253","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"nec","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d10"}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/rip-jade-2.jpg","effects":[]},{"_id":"P9bW3ppbPsr3onud","name":"Shield of Faith","type":"power","data":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":1,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small parchment with a bit of holy text written on it.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/protect-sky-2.jpg","effects":[]},{"_id":"AxwuA8ugipee5vnW","name":"Hold Person","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

\n

Higher Levels. When you cast this power using a power slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"PHB pg. 251","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":11,"scaling":"power"},"level":2,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"A small, straight piece of iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{},"img":"systems/sw5e/icons/powers/shielding-eerie-2.jpg","effects":[]},{"_id":"u09yA9jnMJR6HLuu","name":"Spiritual Weapon","type":"power","data":{"description":{"value":"

You create a floating, spectral weapon within range that lasts for the duration or until you cast this power again. When you cast the power, you can make a melee power attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your powercasting ability modifier.

\n

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

\n

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this power’s effect resemble that weapon.

\n

Higher Levels. When you cast this power using a power slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"ft","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","force"],["@mod","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"level":2,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":200001,"flags":{},"img":"systems/sw5e/icons/powers/enchant-magenta-2.jpg","effects":[]},{"_id":"WfqCnxOUS8aXxd7O","name":"Multiattack","type":"feat","data":{"description":{"value":"

The fanatic makes two melee attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power","value":""},"requirements":"","recharge":{"value":null,"charged":false}},"sort":1000001,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]},{"_id":"zTX7ZTUkqUMSbGII","name":"Dagger","type":"weapon","data":{"description":{"value":"
\n

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

\n

The Cult Fanatic attacks with their Dagger.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":1,"price":2,"attuned":false,"attunement":0,"equipped":true,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"fir":false,"foc":false,"hvy":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true},"sort":1200001,"flags":{},"img":"systems/sw5e/icons/items/weapons/dagger.jpg","effects":[]}],"effects":[]} {"_id":"tubcO7kaQ4w0soxS","name":"Lemure","permission":{"default":0},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"dex":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":7},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"int":{"value":1,"proficient":0,"min":3,"mod":-5,"save":-5,"prof":0,"saveBonus":0,"checkBonus":0,"dc":5},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"cha":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0,"dc":6}},"attributes":{"ac":{"value":7,"min":7},"hp":{"value":13,"min":0,"max":13,"temp":0,"tempmax":0,"formula":"3d8"},"init":{"value":0,"bonus":0,"mod":-3,"total":-3,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":15,"units":"ft","hover":false},"senses":{"darkvision":120,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"","prof":2,"powerdc":10,"powerLevel":0,"encumbrance":{"value":0,"max":150,"pct":0,"encumbered":false}},"details":{"biography":{"value":"
\n

Avernus, the realm of fire and blood, revealed itself to me in a wave of heat and the wails of the unfortunate. As I peered into the first circle of the Nine Hells I did spy the quarry of my search with relative ease, The Maggot Pit. Here, deep within the valley of a parched and cracking mountain range lay a pit perhaps a mile in diameter, flanked all around by devilish guards. Within the milky pit writhed millions of ghostly pale worms, biting and squirming beneath their fellows. It was here that the lowly devils did bring up cart after cart piled high with the wretched and weakened souls of the pitiful dead, who were unceremoniously prodded to the edge of the pit and thrown within the writhing “waters” below. The sight of the lamentable being that emerged from that pool haunts my visions to this very day… 
- Alaband the Curious, Mage in the Circle of the Constellar.

\n
\n

Wretched and foul, the Lemure is perhaps the weakest being to emerge shrieking from the Nine Hells into our plane of existence. Lemures resemble nothing more than a living ooze which has attempted to take the form of something vaguely humanoid. A malformed head with humanoid features sits atop the puddle of a creature, its pink and rotting flesh slithering beneath two stunted arms. Only able to cry out incoherently, the Lemure acts at the whim of its infernal masters, reduced in this form to a babbling fool. These creatures are the first troops sent through to another plane as the infantry in a never ending war which the Archdevils of the Nine Hells wage upon their foes. Though the Lemure has nearly no will of its own, the creature does have the strength to return to life should it be killed within its home of the Nine Hells. Be sure to pack a fair portion of holy water or utilize a Bless incantation should you slay on of these beasts in the realm of the devils, lest it only return to life within the Maggot Pit a few days after its demise.

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Magical darkness doesn't impede the lemure's darkvision.

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\n

A lemure that dies in the Nine Hells sometimes comes back to comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless power cast on that creature or its remains are sprinkled with holy water.

\n
\n

A lemure that dies in the Nine Hells sometimes comes back to life.

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Melee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

\n

The Lemure attacks with its Fist.

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The mere presence of a legendary creature can have strange and wondrous effects on its environment. Regional effects end abruptly or dissipate over time when the legendary creature dies.

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\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

\n
\n

If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair.

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The dragon can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

\n
\n

The dragon can take 3 legendary actions.

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If the dragon fails a saving throw, it can choose to succeed instead.

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Melee Weapon Attack:+15 to hit,, 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

The Ancient Copper Dragon attacks with its Bite.

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Melee Weapon Attack:+15 to hit,, 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

The Ancient Copper Dragon attacks with its Claw.

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Melee Weapon Attack:+15 to hit,, 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

The Ancient Copper Dragon attacks with its Tail.

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Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns.

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The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

\n

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

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\n

The dragon makes a Wisdom (Perception) check.

\n
\n

The dragon watches its surrounding...

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The dragon makes a tail attack.

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The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 ([[/r 2d6+8]]) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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\n

The dragon uses one of the following breath weapons.

\n

**Acid Breath.** The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.

\n

**Slowing Breath.** The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

\n
\n

The dragon breathes in!

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**Acid Breath.** The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.

\n
\n

The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a Dexterity saving throw.

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**Slowing Breath.** The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

\n
\n

The dragon exhales gas in a 90-foot cone. Each creature in that area must make a Constitution saving throw.

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Melee Weapon Attack:+7 to hit,, 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.

The Young White Dragon attacks with its Bite.

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Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

The Young White Dragon attacks with its Claw.

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The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a Constitution saving throw.

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The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":600001,"flags":{},"img":"systems/sw5e/icons/skills/ice_05.jpg","effects":[]},{"_id":"lRFwKaRqhFY4xNhJ","name":"Multiattack","type":"feat","data":{"description":{"value":"

The dragon makes three attacks: one with its bite and two with its claws.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"sort":700001,"flags":{},"img":"systems/sw5e/icons/skills/weapon_24.jpg","effects":[]}],"effects":[]} diff --git a/system.json b/system.json index a15bbaa7..4e24be88 100644 --- a/system.json +++ b/system.json @@ -2,7 +2,7 @@ "name": "sw5e", "title": "SW5e - Fifth Edition System", "description": "A system for playing the fifth edition of the worlds most popular role-playing game in the Foundry Virtual Tabletop environment.", - "version": "1.2.0", + "version": "1.2.2", "author": "Atropos", "scripts": [], "esmodules": ["sw5e.js"], @@ -95,5 +95,5 @@ "compatibleCoreVersion": "0.7.9", "url": "https://gitlab.com/foundrynet/sw5e", "manifest": "https://gitlab.com/foundrynet/sw5e/raw/master/system.json", - "download": "https://gitlab.com/foundrynet/sw5e/-/archive/release-1.2.0/sw5e-release-1.2.0.zip" + "download": "https://gitlab.com/foundrynet/sw5e/-/archive/release-1.2.2/sw5e-release-1.2.2.zip" } diff --git a/template.json b/template.json index 94d551e3..d17c6ee9 100644 --- a/template.json +++ b/template.json @@ -43,6 +43,15 @@ "init": { "value": 0, "bonus": 0 + }, + "movement": { + "burrow": 0, + "climb": 0, + "fly": 0, + "swim": 0, + "walk": 30, + "units": "ft", + "hover": false } }, "details": { @@ -80,15 +89,6 @@ }, "creature": { "attributes": { - "movement": { - "burrow": 0, - "climb": 0, - "fly": 0, - "swim": 0, - "walk": 30, - "units": "ft", - "hover": false - }, "senses": { "darkvision": 0, "blindsight": 0, @@ -379,8 +379,7 @@ "capacity": { "creature": "", "cargo": 0 - }, - "speed": "" + } }, "traits": { "size": "lg", diff --git a/templates/actors/character-sheet.html b/templates/actors/character-sheet.html index 2da6c7fb..20343e55 100644 --- a/templates/actors/character-sheet.html +++ b/templates/actors/character-sheet.html @@ -10,7 +10,7 @@