diff --git a/lang/en.json b/lang/en.json index 5468556a..6bcbb654 100644 --- a/lang/en.json +++ b/lang/en.json @@ -11,6 +11,13 @@ "ITEM.TypePower": "Power", "ITEM.TypeTool": "Tool", "ITEM.TypeWeapon": "Weapon", +"ITEM.TypeArchetype": "Archetype", +"ITEM.TypeBackground": "Background", +"ITEM.TypeLightsaberForm": "Lightsaber Form", +"ITEM.TypeClassfeature": "Class Feature", +"ITEM.TypeFightingmastery": "FightingMastery", +"ITEM.TypeFightingstyle": "Fighting Style", +"ITEM.TypeSpecies": "Species", "Star Wars 5th Edition": "Star Wars 5th Edition", "SW5E.title": "Star Wars 5th Edition", @@ -315,10 +322,56 @@ "SW5E.FlagsInstructions": "Configure character features and traits which fine-tune behaviors of the SW5e system.", "SW5E.FlagsSave": "Update Special Traits", "SW5E.FlagsTitle": "Configure Special Traits", +"SW5E.FlagsAdaptiveResilience": "Adaptive Resilience", +"SW5E.FlagsAggressive": "Aggressive", +"SW5E.FlagsAmphibious": "Amphibious", +"SW5E.FlagsArmorIntegration": "Armor Integration", +"SW5E.FlagsBusinessSavvy": "Business Savvy", +"SW5E.FlagsCannibalize": "Cannibalize", +"SW5E.FlagsClosedMind": "Closed Mind", +"SW5E.FlagsCrudeWeaponSpecialists": "Crude Weapon Specialists", +"SW5E.FlagsDefiant": "Defiant", +"SW5E.FlagsDetailOriented": "Detail Oriented", +"SW5E.FlagsEnthrallingPheromones": "Enthralling Pheromones", +"SW5E.FlagsExtraArms": "Extra Arms", +"SW5E.FlagsForceContention": "Force Contention", +"SW5E.FlagsForceInsensitive": "Force Insensitive", +"SW5E.FlagsForeignBiology": "Foreign Biology", +"SW5E.FlagsFuryOfTheSmall": "Fury of the Small", +"SW5E.FlagsGrovelCowerAndBeg": "Grovel, Cower, and Beg", +"SW5E.FlagsInscrutable": "Inscrutable", +"SW5E.FlagsKeenSenses": "Keen Senses", +"SW5E.FlagsLongLimbed": "Long-Limbed", +"SW5E.FlagsMaintenanceMode": "Maintenance Mode", +"SW5E.FlagsMaskOfTheWild": "Mask of the Wild", +"SW5E.FlagsMultipleHearts": "Multiple Hearts", +"SW5E.FlagsNaturallyStealthy": "Naturally Stealthy", +"SW5E.FlagsNimbleAgility": "Nimble Agility", +"SW5E.FlagsNimbleEscape": "Nimble Escape", +"SW5E.FlagsNimbleness": "Nimbleness", +"SW5E.FlagsPintsized": "Pintsized", "SW5E.FlagsPowerfulBuild": "Powerful Build", -"SW5E.FlagsPowerfulBuildHint": "Provides increased carrying capacity.", +"SW5E.FlagsPowerfulBuildHint": "You count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.", +"SW5E.FlagsPrecognition": "Precognition", +"SW5E.FlagsProgrammer": "Programmer", +"SW5E.FlagsPuny": "Puny", +"SW5E.FlagsRapidReconstruction": "Rapid Reconstruction", +"SW5E.FlagsRapidlyRegenerative": "Rapidly Regenerative", +"SW5E.FlagsRegenerative": "Regenerative", "SW5E.FlagsSavageAttacks": "Savage Attacks", -"SW5E.FlagsSavageAttacksHint": "Adds extra critical hit weapon dice.", +"SW5E.FlagsSavageAttacksHint": "When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.", +"SW5E.FlagsShapechanger": "Shapechanger", +"SW5E.FlagsStrongLegged": "Strong-Legged", +"SW5E.FlagsSunlightSensitivity": "Sunlight Sensitivity", +"SW5E.FlagsSurpriseAttack": "Surprise Attack", +"SW5E.FlagsTechImpaired": "Tech-Impaired", +"SW5E.FlagsTechResistance": "Tech Resistance", +"SW5E.FlagsTinker": "Tinker", +"SW5E.FlagsToughness": "Toughness", +"SW5E.FlagsTrance": "Trance", +"SW5E.FlagsUnarmedCombatant": "Unarmed Combatant", +"SW5E.FlagsUndersized": "Undersized", +"SW5E.FlagsUnsettlingVisage": "Unsettling Visage", "SW5E.FlagsElvenAccuracy": "Elven Accuracy", "SW5E.FlagsElvenAccuracyHint": "Roll an extra d20 with advantage to Dex, Int, Wis, or Cha.", "SW5E.FlagsHalflingLucky": "Halfling Lucky", @@ -718,7 +771,7 @@ "SW5E.SpeciesDescription": "Description", "SW5E.SpeciesTraits": "Species Traits", "SW5E.StealthDisadvantage": "Stealth Disadvantage", -"SW5E.SubclassName": "Subclass Name", +"SW5E.ArchetypeName": "Archetype Name", "SW5E.Supply": "Supply", "SW5E.Target": "Target", "SW5E.TargetAlly": "Ally", diff --git a/module/actor/entity.js b/module/actor/entity.js index 0b85921b..d8ae2479 100644 --- a/module/actor/entity.js +++ b/module/actor/entity.js @@ -142,14 +142,14 @@ export default class Actor5e extends Actor { /** * Return the features which a character is awarded for each class level * @param {string} className The class name being added - * @param {string} subclassName The subclass of the class being added, if any + * @param {string} archetypeName The archetype of the class being added, if any * @param {number} level The number of levels in the added class * @param {number} priorLevel The previous level of the added class * @return {Promise} Array of Item5e entities */ - static async getClassFeatures({className="", subclassName="", level=1, priorLevel=0}={}) { + static async getClassFeatures({className="", archetypeName="", level=1, priorLevel=0}={}) { className = className.toLowerCase(); - subclassName = subclassName.slugify(); + archetypeName = archetypeName.slugify(); // Get the configuration of features which may be added const clsConfig = CONFIG.SW5E.classFeatures[className]; @@ -162,8 +162,8 @@ export default class Actor5e extends Actor { if ( (l <= level) && (l > priorLevel) ) ids = ids.concat(f); } - // Acquire subclass features - const subConfig = clsConfig.subclasses[subclassName] || {}; + // Acquire archetype features + const subConfig = clsConfig.archetypes[archetypeName] || {}; for ( let [l, f] of Object.entries(subConfig.features || {}) ) { l = parseInt(l); if ( (l <= level) && (l > priorLevel) ) ids = ids.concat(f); @@ -207,7 +207,7 @@ export default class Actor5e extends Actor { const updateData = expandObject(u); const config = { className: updateData.name || item.data.name, - subclassName: updateData.data.subclass || item.data.data.subclass, + archetypeName: updateData.data.archetype || item.data.data.archetype, level: getProperty(updateData, "data.levels"), priorLevel: item ? item.data.data.levels : 0 } @@ -215,7 +215,7 @@ export default class Actor5e extends Actor { // Get and create features for an increased class level let changed = false; if ( config.level && (config.level > config.priorLevel)) changed = true; - if ( config.subclassName !== item.data.data.subclass ) changed = true; + if ( config.archetypeName !== item.data.data.archetype ) changed = true; // Get features to create if ( changed ) { @@ -549,7 +549,7 @@ export default class Actor5e extends Actor { async createOwnedItem(itemData, options) { // Assume NPCs are always proficient with weapons and always have powers prepared - if ( !this.isPC ) { + if ( !this.hasPlayerOwner ) { let t = itemData.type; let initial = {}; if ( t === "weapon" ) initial["data.proficient"] = true; diff --git a/module/actor/sheets/oldSheets/character.js b/module/actor/sheets/oldSheets/character.js index 5c7e375e..c897e9a1 100644 --- a/module/actor/sheets/oldSheets/character.js +++ b/module/actor/sheets/oldSheets/character.js @@ -285,7 +285,7 @@ export default class ActorSheet5eCharacter extends ActorSheet5e { if ( !hasClass || addLevel ) { const features = await Actor5e.getClassFeatures({ className: itemData.name, - subclassName: itemData.data.subclass, + archetypeName: itemData.data.archetype, level: itemData.levels, priorLevel: priorLevel }); diff --git a/module/apps/trait-selector.js b/module/apps/trait-selector.js index a4fc43d7..b3af60d0 100644 --- a/module/apps/trait-selector.js +++ b/module/apps/trait-selector.js @@ -1,6 +1,6 @@ /** * A specialized form used to select from a checklist of attributes, traits, or properties - * @extends {FormApplication} + * @implements {FormApplication} */ export default class TraitSelector extends FormApplication { @@ -36,7 +36,7 @@ export default class TraitSelector extends FormApplication { getData() { // Get current values - let attr = getProperty(this.object.data, this.attribute) || {}; + let attr = getProperty(this.object._data, this.attribute) || {}; attr.value = attr.value || []; // Populate choices diff --git a/module/config.js b/module/config.js index c145f7f7..82a36fee 100644 --- a/module/config.js +++ b/module/config.js @@ -821,60 +821,294 @@ SW5E.classFeatures = ClassFeatures; // Configure Optional Character Flags SW5E.characterFlags = { + "adaptiveResilience": { + name: "SW5E.FlagsAdaptiveResilience", + hint: "Prolongued use of technology allows members of your species to readily adapt to its effects. You have advantage on Strength and Constitution saving throws against tech powers.", + section: "Species Traits", + type: Boolean + }, + "aggressive": { + name: "SW5E.FlagsAggressive", + hint: "As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.", + section: "Species Traits", + type: Boolean + }, + "amphibious": { + name: "SW5E.FlagsAmphibious", + hint: "You can breathe air and water.", + section: "Species Traits", + type: Boolean + }, + "armorIntegration": { + name: "SW5E.FlagsArmorIntegration", + hint: "You cannot wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.", + section: "Species Traits", + type: Boolean + }, + "businessSavvy": { + name: "SW5E.FlagsBusinessSavvy", + hint: "Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.", + section: "Species Traits", + type: Boolean + }, + "cannibalize": { + name: "SW5E.FlagsCannibalize", + hint: "If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.", + section: "Species Traits", + type: Boolean + }, + "closedMind": { + name: "SW5E.FlagsClosedMind", + hint: "Members of your species have a natural attunement to the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.", + section: "Species Traits", + type: Boolean + }, + "crudeWeaponSpecialists": { + name: "SW5E.FlagsCrudeWeaponSpecialists", + hint: "Members of your species are used to making do with less. You can spend 1 hour, which you can do over the course of a short rest, crafting a weapon out of loose materials. You can craft any simple kinetic weapon, but the weapon’s damage suffers a -1 penalty.", + section: "Species Traits", + type: Boolean + }, + "defiant": { + name: "SW5E.FlagsDefiant", + hint: "Members of your species are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll’s outcome. Once you’ve used this feature, you must complete a short or long rest before you can use it again.", + section: "Species Traits", + type: Boolean + }, "detailOriented": { - name: "Detail Oriented", + name: "SW5E.FlagsDetailOriented", hint: "You have advantage on Intelligence (Investigation) checks within 5 feet.", - section: "Racial Traits", + section: "Species Traits", type: Boolean }, + "enthrallingPheromones": { + name: "SW5E.FlagsEnthrallingPheromones", + hint: "You can use your pheromones to influence individuals of both sexes. Whenever you roll a 1 on a Charisma (Persuasion) check, you can reroll the die and must use the new roll. Additionally, once per short or long rest, you can treat a d20 roll of 9 or lower on a Charisma check as a 10. This feature has no effect on droids or constructs.", + section: "Species Traits", + type: Boolean + }, + "extraArms": { + name: "SW5E.FlagsExtraArms", + hint: "You possess more than two arms, which you can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).", + section: "Species Traits", + type: Boolean + }, + "forceContention": { + name: "SW5E.FlagsForceContention", + hint: "Due to their unique physiology, members of your species exhibit a hardiness that allows them to overcome use of the Force. You have advantage on Strength and Constitution saving throws against force powers.", + section: "Species Traits", + type: Boolean + }, + "forceInsensitive": { + name: "SW5E.FlagsForceInsensitive", + hint: "While droids can be manipulated by many force powers, they cannot sense the Force. You can not use force powers or take levels in forcecasting classes.", + section: "Species Traits", + type: Boolean + }, + "foreignBiology": { + name: "SW5E.FlagsForeignBiology", + hint: "You wear a breathing apparatus because many atmospheres in the galaxy differ from that of your species' homeworld. If your apparatus is removed while you are in such an environment, you lose consciousness.", + section: "Species Traits", + type: Boolean + }, + "furyOfTheSmall": { + name: "SW5E.FlagsFuryOfTheSmall", + hint: "When you damage a creature with an attack or a power and the creature's size is larger than yours, you can cause the attack or power to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.", + section: "Species Traits", + type: Boolean + }, + "grovelCowerAndBeg": { + name: "SW5E.FlagsGrovelCowerAndBeg", + hint: "As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.", + section: "Species Traits", + type: Boolean + }, + "inscrutable": { + name: "SW5E.FlagsInscrutable", + hint: "Your calm demeaner and control make you hard to read. Wisdom (Insight) checks made against you have disadvantage, and you have advantage on any saving throw against an effect that would read your thoughts.", + section: "Species Traits", + type: Boolean + }, "keenSenses": { - name: "Keen Hearing and Smell", - hint: "You have advantage on Wisdom (Perception) checks that involve hearing or smell.", - section: "Racial Traits", + name: "SW5E.FlagsKeenSenses", + hint: "You have advantage on Wisdom (Perception) checks that involve using particular senses (see your species' traits for details).", + section: "Species Traits", type: Boolean }, + "longlimbed": { + name: "SW5E.FlagsLongLimbed", + hint: "When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.", + section: "Species Traits", + type: Boolean + }, + "maintenanceMode": { + name: "SW5E.FlagsMaintenanceMode", + hint: "Rather than sleep, you enter an inactive state to perform routine maintenance for 4 hours each day. You have disadvantage on Wisdom (Perception) checks while performing maintenance.", + section: "Species Traits", + type: Boolean + }, + "maskOfTheWild": { + name: "SW5E.FlagsMaskOfTheWild", + hint: "You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.", + section: "Species Traits", + type: Boolean + }, + "multipleHearts": { + name: "SW5E.FlagsMultipleHearts", + hint: "When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.", + section: "Species Traits", + type: Boolean + }, "naturallyStealthy": { - name: "Naturally Stealthy", + name: "SW5E.FlagsNaturallyStealthy", hint: "You can attempt to hide even when you are obscured only by a creature that is your size or larger than you.", - section: "Racial Traits", + section: "Species Traits", type: Boolean }, + "nimbleAgility": { + name: "SW5E.FlagsNimbleAgility", + hint: "Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.", + section: "Species Traits", + type: Boolean + }, "nimbleEscape": { - name: "Nimble Escape", + name: "SW5E.FlagsNimbleEscape", hint: "You can take the Disengage or Hide action as a bonus action.", - section: "Racial Traits", + section: "Species Traits", type: Boolean }, + "nimbleness": { + name: "SW5E.FlagsNimbleness", + hint: "You can move through the space of any creature that is of a size larger than yours.", + section: "Species Traits", + type: Boolean + }, + "pintsized": { + name: "SW5E.FlagsPintsized", + hint: "Your tiny stature makes it hard for you to wield bigger weapons. You can’t use medium or heavy shields. Additionally, you can’t wield weapons with the two-handed or versatile property, and you can only wield one-handed weapons in two hands unless they have the light property.", + section: "Species Traits", + type: Boolean + }, "powerfulBuild": { name: "SW5E.FlagsPowerfulBuild", hint: "SW5E.FlagsPowerfulBuildHint", - section: "Racial Traits", + section: "Species Traits", type: Boolean }, + "precognition": { + name: "SW5E.FlagsPrecognition", + hint: "You can see brief visions of the future that allow you to turn failures into successes. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.", + section: "Species Traits", + type: Boolean + }, "programmer": { - name: "Programmer", + name: "SW5E.FlagsProgrammer", hint: "Whenever you make an Intelligence (Technology) check related to computers, you are considered to have expertise in the Technology skill.", - section: "Racial Traits", + section: "Species Traits", type: Boolean }, + "puny": { + name: "SW5E.FlagsPuny", + hint: "Members of your species are too small to pack much of a punch. You have disadvantage on Strength saving throws, and when determining your bonus to attack and damage rolls for weapon attacks using Strength, you can’t add more than +3.", + section: "Species Traits", + type: Boolean + }, + "rapidReconstruction": { + name: "SW5E.FlagsRapidReconstruction", + hint: "You are built with internal repair mechanisms. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points.", + section: "Species Traits", + type: Boolean + }, + "rapidlyRegenerative": { + name: "SW5E.FlagsRapidlyRegenerative", + hint: "You heal quickly, both at will and in response to danger. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points. Additionally, when you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.", + section: "Species Traits", + type: Boolean + }, + "regenerative": { + name: "SW5E.FlagsRegenerative", + hint: "When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.", + section: "Species Traits", + type: Boolean + }, + "savageAttacks": { + name: "SW5E.FlagsSavageAttacks", + hint: "SW5E.FlagsSavageAttacksHint", + section: "Species Traits", + type: Boolean + }, + "shapechanger": { + name: "SW5E.FlagsShapechanger", + hint: "As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another species, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.", + section: "Species Traits", + type: Boolean + }, + "strongLegged": { + name: "SW5E.FlagsStrongLegged", + hint: "When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.", + section: "Species Traits", + type: Boolean + }, + "sunlightSensitivity": { + name: "SW5E.FlagsSunlightSensitivity", + hint: "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.", + section: "Species Traits", + type: Boolean + }, + "surpriseAttack": { + name: "SW5E.FlagsSurpriseAttack", + hint: "If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.", + section: "Species Traits", + type: Boolean + }, + "techImpaired": { + name: "SW5E.FlagsTechImpaired", + hint: "While members of your species can figure out basic technology, they experience difficulty using more complex equipment like wristpads. You cannot use tech powers or take levels in techcasting classes.", + section: "Species Traits", + type: Boolean + }, "techResistance": { - name: "Tech Resistance", + name: "SW5E.FlagsTechResistance", hint: "You have advantage on Dexterity and Intelligence saving throws against tech powers.", - section: "Racial Traits", + section: "Species Traits", type: Boolean }, + "tinker": { + name: "SW5E.FlagsTinker", + hint: "You have proficiency with tinker’s implements. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of a variety of minor effects (see your species' traits list). You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.", + section: "Species Traits", + type: Boolean + }, + "toughness": { + name: "SW5E.FlagsToughness", + hint: "Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.", + section: "Species Traits", + type: Boolean + }, + "trance": { + name: "SW5E.FlagsTrance", + hint: "Either through meditation or a reduced sleep schedule, you are able to receive the rest you require on a daily basis (see your species' traits for details). After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.", + section: "Species Traits", + type: Boolean + }, "unarmedCombatant": { - name: "Unarmed Combatant", + name: "SW5E.FlagsUnarmedCombatant", hint: "Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", - section: "Racial Traits", + section: "Species Traits", type: Boolean }, "undersized": { - name: "Undersized", - hint: "You can’t use heavy shields, martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.", - section: "Racial Traits", + name: "SW5E.FlagsUndersized", + hint: "Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields, martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.", + section: "Species Traits", type: Boolean }, + "unsettlingVisage": { + name: "SW5E.FlagsUnsettlingVisage", + hint: "When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.", + section: "Species Traits", + type: Boolean + }, "initiativeAdv": { name: "SW5E.FlagsInitiativeAdv", hint: "SW5E.FlagsInitiativeAdvHint", diff --git a/packs/Icons/Archetypes/Biotech Engineering.webp b/packs/Icons/Archetypes/Biotech Engineering.webp new file mode 100644 index 00000000..f4f3d084 Binary files /dev/null and b/packs/Icons/Archetypes/Biotech Engineering.webp differ diff --git a/packs/Icons/Species/Abyssin.webp b/packs/Icons/Species/Abyssin.webp new file mode 100644 index 00000000..fd2ea188 Binary files /dev/null and b/packs/Icons/Species/Abyssin.webp differ diff --git a/packs/Icons/Species/Arcona.webp b/packs/Icons/Species/Arcona.webp new file mode 100644 index 00000000..12d5d4b2 Binary files /dev/null and b/packs/Icons/Species/Arcona.webp differ diff --git a/packs/Icons/Species/Arkanian.webp b/packs/Icons/Species/Arkanian.webp new file mode 100644 index 00000000..ac03f5b3 Binary files /dev/null and b/packs/Icons/Species/Arkanian.webp differ diff --git a/packs/Icons/Species/Droid Class I.webp b/packs/Icons/Species/Droid Class I.webp new file mode 100644 index 00000000..cf264400 Binary files /dev/null and b/packs/Icons/Species/Droid Class I.webp differ diff --git a/packs/Icons/Species/Droid Class II.webp b/packs/Icons/Species/Droid Class II.webp new file mode 100644 index 00000000..7f9ae97e Binary files /dev/null and b/packs/Icons/Species/Droid Class II.webp differ diff --git a/packs/Icons/Species/Droid Class III.webp b/packs/Icons/Species/Droid Class III.webp new file mode 100644 index 00000000..11add6cf Binary files /dev/null and b/packs/Icons/Species/Droid Class III.webp differ diff --git a/packs/Icons/Species/Droid Class IV.webp b/packs/Icons/Species/Droid Class IV.webp new file mode 100644 index 00000000..a0c09396 Binary files /dev/null and b/packs/Icons/Species/Droid Class IV.webp differ diff --git a/packs/Icons/Species/Droid Class V.webp b/packs/Icons/Species/Droid Class V.webp new file mode 100644 index 00000000..5464d594 Binary files /dev/null and b/packs/Icons/Species/Droid Class V.webp differ diff --git a/packs/Icons/Species/Lurmen.webp b/packs/Icons/Species/Lurmen.webp new file mode 100644 index 00000000..2a548819 Binary files /dev/null and b/packs/Icons/Species/Lurmen.webp differ diff --git a/packs/packs/archetypes.db b/packs/packs/archetypes.db index b129e420..70d0e162 100644 --- a/packs/packs/archetypes.db +++ b/packs/packs/archetypes.db @@ -2,6 +2,7 @@ {"_id":"12fYGPcLSITUYHMK","name":"Way of the Seer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of the Seer

\n

The Force guides us in innumerable ways, often manifesting as visions. Those consulars who follow the Way of Seer attempt to harness these visions in an attempt to work towards the best possible future, as they see it.

\n

Force Visions

\n

When you choose this tradition at 3rd level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

\n

Powerful Mind

\n

At 6th level, you can use your force abilities to read a creature's thoughts. You can then use your access to the creature's mind to command it.

\n

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw against your universal force save DC. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about.) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and use the coerce mind force power on the creature without expending force points. The target automatically fails its saving throw against the power.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a long rest.

\n

Visions of the Past

\n

Beginning at 10th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a force power. Once you've used this feature, you can't use it again until you finish a short or long rest.

\n

Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

\n

Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

\n

Shielded Thoughts

\n

At 14th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

\n

Clarity of Vision

\n

Starting at 18th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Force Visions feature, rather than two.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20the%20Seer.webp","effects":[]} {"_id":"174qCi5FWBd5LDP0","name":"Illusionist Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Illusionist Technique

\n

Throughout the galaxy you may find various infiltrators and agents who make ample use of holographic technology to get themselves in and out of danger. Followers of the Illusionist Technique make use of this holographic technology to give themselves an illusory edge in combat.

\n

Holographic Decoy

\n

When you choose this technique at 3rd level, as an action, you can create a perfect illusion of yourself that lasts for 10 minutes, or until you lose your concentration (as if you were concentrating on a power). The decoy appears in an unoccupied space that you can see within 30 feet of you. The decoy is purely visual. If anything passes through it, it is revealed to be an illusion. For the duration, you can cast tech powers as though you were in the decoy's space. Both your decoy and the target of your tech power must be within your line of sight.

\n

You can use your bonus action to cause the decoy to move up to 30 feet. As your decoy changes location, you can alter its appearance so that its movements appear natural for the decoy. If your decoy is ever more than 120 feet away from you, it immediately disappears.

\n

Additionally, when both you and your decoy are within 5 feet of a creature that can see the decoy, but is not aware it is an illusion, you have advantage on attack rolls against that creature.

\n

A creature that uses its action to examine your decoy can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Mark of the Illusionist

\n

Also at 3rd level, the target of your Ranger's Quarry feature has disadvantage on all checks made to discern the nature of your illusions. Additionally, when the target of your Ranger's Quarry is reduced to 0 hit points, you can use your reaction to immediately cause an active illusion, or your Holographic Decoy, to take the form of the creature as long as the creature's dimensions fall within the power's capacity restrictions.

\n

Charged Illusions

\n

Beginning at 7th level, when a creature discerns the nature of an illusion you have created using a tech power or class feature while within 5 feet of it, you can dispel the illusion (no action required) to have the creature take energy damage equal to 1d10 + half your scout level (rounded down).

\n

Quick Escape

\n

Starting at 11th level, whenever you take damage, you can use your reaction to swap places with an illusion of yourself that you have created using a tech power or class feature. The illusion must be within 60 feet of you, and you must be able to see it.

\n

Improved Decoys

\n

At 15th level, you can create up to four duplicates of yourself, instead of one, when you use your Holographic Decoy feature. When you use your bonus action to move a decoy, you can move any number of them with the same bonus action.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Illusionist%20Technique.webp","effects":[]} {"_id":"2Cloz2rrPw76ACn0","name":"Armormech Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Armormech Engineering

\n

Those engineers who choose the Armormech Engineering discipline focus on the ability to work with hard metals and electronic shielding to construct and enhance all types of personal armor.

\n

Bonus Proficiencies

\n

When you choose this discipline at 3rd level, you gain proficiency in armormech's tools, medium armor, and heavy armor. Additionally, when you engage in crafting with armormech's tools, the rate at which you craft doubles.

\n

Modified Armor

\n

Also at 3rd level, you learn to modify one unenhanced suit of armor or shield utilizing your armormech knowledge. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order to modify it. You must have the armor, materials, and armormech's tools in order to perform this modification.

\n

Your modified armor is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified armor has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

At 9th level, you can maintain both a modified suit of armor and shield. Each modified item has modification slots as shown in the Modification Slots column of the engineer class table.

\n

Damage Absorption

\n

Lastly at 3rd level, when you take damage, you can use your reaction and expend one use of your Potent Aptitude to absorb some of that damage. When you do so, the damage you take from the attack is reduced by the amount rolled on the die + your Intelligence modifier (minimum of one).

\n

Extra Attack

\n

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You must be wearing your modified armor or wielding your modified shield to gain this benefit.

\n

Astromech's Celerity

\n

At 14th level, when you take the Attack action or use your action to a cast a tech power of 1st-level or higher, you can make one weapon attack as a bonus action.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n

Suit Reliability

\n

Starting at 18th level, your suit is like a second skin. Whenever you make an ability check or saving throw that uses Strength, Dexterity, or Constitution, you can treat a d20 roll of 9 or lower as a 10. You must be wearing your modified armor to gain this benefit.

\n

Armormech Modifications

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n

Absorption Shield

\n

Prerequisite: Physical Shield
You modify your physical shield to block incoming damage. As a bonus action you can activate this ability and gain temporary hit points equal to 1d4 + Intelligence modifier, which last for one hour.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Accelerated Movement

\n

Prerequisite: Armor
You reduce the weight of your modified armor's bulk and increase the power to joints. If the armor has a Strength requirement, you ignore it. The modified armor's weight is reduced by 15 lbs. While wearing your modified armor your speed increases by 10 feet. This applies to all movement speeds you have while wearing your armor.

\n

Adaptable Armor

\n

Prerequisite: Armor
You integrate deployable hooks and fins into your armor, augmenting its mobility. While wearing your modified armor, you gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Additionally, you gain a swim speed equal to your walking speed.

\n

Advanced Power Fist

\n

Prerequisite: 11th level, Armor
Prerequisite: Prototype Power Fist
You further modify your modified armor's gauntlet with increased reinforcement and weight. Your modified armor's unarmed strike deals 1d8 kinetic damage. Additionally, your unarmed strikes score a critical hit on a roll of 19 or 20.

\n

Artificially Intelligent

\n

Prerequisite: 7th level, Armor
You install an artificial intelligence into your modified armor. While wearing your modified armor, when you make an ability check, your armor's artificial intelligence can take the Help action.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n

Bonded Plates

\n

Prerequisite: 5th level
You gain a +1 bonus to AC against melee attacks. This bonus increases to +2 at 9th level and +3 at 13th level.

\n

Collapsible Suit

\n

Prerequisite: 5th level, Armor
Your modified armor can collapse into a case for easy storage. When transformed this way the armor is indistinguishable from a normal case and weighs 1/3

\n

its normal weight. As an action you can don or doff the armor, allowing it to transform as needed.

\n

Darkvision Visor

\n

Prerequisite: Armor
While wearing your modified armor, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

\n

Enhanced Endurance

\n

Prerequisite: Armor
When you are reduced to 0 hit points while wearing your modified armor but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

\n

Electroshock Shield

\n

Prerequisite: Shield Generator
You install electroshockers in your shield generator. Whenever an enemy misses you with a melee attack, you can use your reaction to do 1d4 + your Intelligence modifier lightning damage to the attacker.

\n

Flight

\n

Prerequisite: 9th level, Armor
You integrate a propulsion system into your modified armor. While wearing your modified armor you have an enhanced flying speed of 30 feet.

\n

Grappling Harpoon

\n

Prerequisite: Armor
Your modified armor gains an integrated grappling harpoon set into your gauntlet. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

\n

A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.

\n

While the harpoon is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is larger than you. A creature or object your size or smaller is pulled to you. Alternatively, you can opt to release the cable (no action required).

\n

Once you've used this feature, you can't use it again until you recover and reinsert the harpoon as an action.

\n

Heavy Suit

\n

Prerequisite: 5th level, Armor
You enhance your suit, making it difficult to move. As a bonus action, you can anchor your feet to the ground. While anchored, your speed is 0, you have advantage on Strength checks and Strength saving throws, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

\n

Infiltration Suit

\n

Prerequisite: Armor
You install a cloaking device in your modified armor. This device has 2 charges. As an action you can use 1 charge to cast @Compendium[sw5e.techpowers.Fb1sIhs7d6YWnF1J]{Infiltrate} targeting yourself.

\n

The cloaking device regains all expended charges after a long rest.

\n

Magnetized Shield

\n

Prerequisite: Physical Shield
You modify your physical shield such that when a melee weapon attack misses you by an amount less than or equal to your bonus to AC from your shield, the attacking creature must make a Strength check against your tech save DC. On a failed save, the creature's weapon adheres to the shield. As an action, a creature can repeat this check. On a success, the weapon is freed.

\n

Overload Shield

\n

Prerequisite: Shield Generator
You modify your shield generator to overload. As an action you can overload your shield. Each Large or smaller creature within 5 feet of you must make a Dexterity or Strength saving throw (their choice) against your tech save DC. On a failed save, they are pushed back 5 feet and knocked prone.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Power Fist

\n

Prerequisite: Armor
You modify your modified armor gauntlet with increased reinforcement and weight. Your modified armor's unarmed strike deals 1d4 kinetic damage.

\n

Additionally, when you take the Attack action and make an unarmed attack, you can make an additional unarmed attack as a bonus action.

\n

Prototype Power Fist

\n

Prerequisite: 7th level, Armor
Prerequisite: Power Fist
You further modify your modified armor gauntlet with increased reinforcement and weight. Your modified armor's unarmed strike deals 1d6 kinetic damage and has the following property.

\n

If you or your target move at least 10 feet in a straight line immediately before making an unarmed attack, the first unarmed attack you make deals additional damage equal to your Intelligence modifier.

\n

Reinforced Underlay

\n

Prerequisite: 5th level
You gain a +1 bonus to AC against ranged attacks. This bonus increases to +2 at 9th level and +3 at 13th level.

\n

Resistance

\n

Prerequisite: Armor
You tune your modified armor against certain forms of damage. Choose acid, cold, fire, ion, lightning, or sonic damage. While wearing your modified armor you have resistance to that type of damage.

\n

You can select this modification multiple times. Each time you do so, you must choose a different damage type.

\n

Sealed Suit

\n

Prerequisite: 5th level, Armor
As a bonus action you can hermetically seal your modified armor, giving you an air supply for up to 1 hour and making you immune to poison (but not curing you of existing poisoned conditions). Your armor regains 1 minute of air for every minute that you are not submerged and the armor is not sealed.

\n

Additionally, while you are wearing your modified armor you are considered adapted to cold and hot climates as well as high altitude, as described in chapter 5 of the Dungeon Master's Guide.

\n

Sentient Armor

\n

Prerequisite: 13th level
Prerequisite: Artificially Intelligent
Your artificial intelligence has learned to control the suit without you being in it. It is now a valid target of the tracker droid interface tech power.

\n

While your armor is acting independently, it uses your ability scores, saving throws, and skills, and it has hit points equal to your engineer level. If reduced to 0 hit points, it falls directly to the ground, and it can not be equipped again until you finish a long rest.

\n

Shield Amplifier

\n

Prerequisite: Shield Generator
You modify your shield generator to project outward. As a bonus action you can amplify your shield until the start of your next turn. Each creature within 5 feet of you gains a bonus to AC equal to your shield's bonus.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Shield Anchor

\n

Prerequisite: Physical Shield
You modify your shield to be used as a portable source of cover. As an action, you can anchor or recover the shield. While anchored, you gain no benefit from a shield, and it does not require the use of a hand. Instead, while anchored, a light shield provides one-quarter cover, a medium shield provides half cover, and a large shield provides three-quarters cover.

\n

Tech Blast

\n

Prerequisite: Armor
You modify your modified armor gauntlet to allow you to make a ranged tech attack. The weapon fires blasts of energy which deal 1d8 + your Intelligence modifier energy damage with a range of 30 feet. When you would make a ranged weapon attack, you can use this ranged tech attack in place of it.

\n

Weapon Integration Armoring

\n

Prerequisite: Armor
You can integrate a single weapon that weighs no more than 8 lb. into your armor. While integrated, that weapon gains the hidden property. Additionally, you have advantage on Strength saving throws to avoid being disarmed.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.toolProf.value","value":"armor","mode":"+","targetSpecific":false,"id":1,"itemId":"2Cloz2rrPw76ACn0","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"2Cloz2rrPw76ACn0","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"hvy","mode":"+","targetSpecific":false,"id":3,"itemId":"2Cloz2rrPw76ACn0","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Armormech%20Engineering.webp","effects":[]} +{"_id":"2yiTq2k7xFpjcLVv","name":"Biotech Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Biotech Engineering

\n

Those engineers who choose the Biotech Engineering discipline focus on the skill of modifying and upgrading the body through the use of cybernetic limbs and implants.

\n

Bonus Proficiencies

\n

When you choose this discipline at 3rd level you gain proficiency in biotech's tools. Additionally, when you engage in crafting with biotech's tools, the rate at which you craft doubles.

\n

Modified Self

\n

Also at 3rd level, you’ve learned to make modifications to your body, cybernetically augmenting yourself. Over the course of a long rest, you can modify yourself with cybernetic augmentations. You must have biotech's tools in order to perform this modification.

\n

While you have at least one cybernetic augmentation installed, your body counts as a tech focus for your tech powers. Additionally, you have 4 modification slots, and you gain more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

Quick-Release Stimulant

\n

Lastly at 3rd level, when you are dealt damage by an attack while you have at least one cybernetic augmentation installed, you can use your reaction and expend one use of your Potent Aptitude to reduce the damage you take. The damage is reduced by an amount equal to 1d10 + your Constitution modifier + your engineer level. If you reduce the damage to 0, you can gain temporary hit points equal to the remaining damage reduction.

\n

Overclock Body

\n

Beginning at 6th level, you've learned to use your body as a conduit for your tech powers. When you cast a tech power, you can choose to pay up to half the cost of the tech power using your hit points instead of your tech points. When you do so, your maximum hit points are reduced by the same amount. This effect is cumulative, and it lasts until you complete a long rest.

\n

More Machine Than Man

\n

At 14th level, while you have temporary hit points, when you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Focused Augmentation

\n

Starting at 18th level, you add your Intelligence modifier to Constitution saving throws you make to maintain concentration.

\n

Additionally, when you cast a power that requires concentration and would affect only one target, you can target an additional creature with that power.

\n

Biotech Modifications

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n

Active Camouflage Core

\n

Prerequisite: 13th level

\n

As an action, you can activate this augmentation to cast the infiltrate tech power targeting yourself. Intelligence is your tech casting ability for this power, and if you cast it using this augmentation, it does not require concentration.

\n

Anti-Dazzle Ocular Implant

\n

This augmentation replaces your eyes.

\n

You are immune to the blinded condition, and you can enable or disable your ability to see anytime. Additionally, your eyes are equipped with a holorecorder device. You can perfectly recall anything you've sees in the last 7 days.

\n

Auto-Defibrillator

\n

Prerequisite: 5th level

\n

Prerequisite: Hardy Torso Prothesis

\n

The Constitution score of your Hardy Torso Prosthesis increases by 2. Additionally, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. <h3

\n

This augmentation replaces an arm.

\n

When you make an ability check, attack roll, or saving throw using Strength using only this arm, your Strength score is treated as 15. When you make an ability check, attack roll, or saving throw using Strength using more than just this arm, you take the average of the arm's Strength score and your own.

\n

You can choose this modification multiple times.

\n

Celerity Leg Prosthesis

\n

This augmentation replaces both legs.

\n

When determining your bonus to AC and saving throws from Dexterity, your Dexterity score is treated as 15. Additionally, you can substitute this score for your own whenever you make an ability check or attack roll that uses your legs. If your Dexterity score is already equal to or greater than 15, it has no effect on you.

\n

Detachable Eye

\n

This augmentation replaces an eye.

\n

As an action, you can remove or replace this eye. While removed, the eye sprouts eight small legs, has a speed of 15 feet, an AC of 10, and 1 hit point As an action on each of your turns, you can move the eye up to its speed as long as it is within 30 feet of you. You can see through both the detached eye and your remaining eye at the same time, or you can use your action to see through only one eye or the other.

\n

You can choose this modification multiple times.

\n

Detachable Hand

\n

This augmentation replaces a hand.

\n

As an action, you can attach or detach this hand. While detached, the hand has a speed of 15 feet, an AC of 10, and 1 hit point. As an action on each of your turns, you can control the hand as long as it is within 30 feet of you. 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 container. You can move the hand up to its speed each time you use it

\n

You can choose this modification multiple times.

\n

Frailcasting Inhibitor

\n

Prerequisite: 5th level

\n

While using your body as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Strength or Constitution saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

\n

Hardy Torso Prosthesis

\n

This augmentation replaces your torso.

\n

Your Constitution score becomes 13. If your Constitution score is already equal to or greater than 13, it has no effect on you. Additionally, you have advantage on saving throws against poison.

\n

Harpoon Hand

\n

This augmentation replaces a hand.

\n

You modify your hand, granting it the ability to transform into a harpoon. With this hand, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

\n

A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.

\n

While the harpoon is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is larger than you. A creature or object your size or smaller is pulled to you. Alternatively, you can opt to release the cable (no action required).

\n

Once you've used this feature, you can’t use your hand again until you recover and reinsert it as an action.

\n

You can choose this modification multiple times.

\n

Integrated Subdermal Armor

\n

Prerequisite: 5th level

\n

When you aren't wearing armor, your AC becomes 13 + your Dexterity modifier.

\n

Iridonian Grav-Lev Hand

\n

This augmentation replaces a hand.

\n

Your unarmed strikes with this arm deal 1 d4 ion damage, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift Additionally, you deal double damage to energy-based structures with your unarmed strikes.

\n

You can choose this modification multiple times.

\n

Magnetic Forearm Enhancement

\n

This augmentation replaces a forearm.

\n

Unarmed strikes with this hand have the reach property.

\n

You can choose this modification multiple times.

\n

Mighty Prowess Enabler

\n

Prerequisite: 5th level

\n

Prerequisite: Brawny Arm Prothesis

\n

The Strength score of your Brawny Arm Prosthesis increases by 2. Additionally, you are considered proficient with any weapon you wield with this arm. If the weapon requires two hands to use, and you are not already proficient with it, you only add half your proficiency bonus to attack rolls you make with it, unless you wield it in two of these hands.

\n

You can choose this modification multiple times.

\n

Nighthawk Ocular Implant

\n

This augmentation replaces your eyes.

\n

You can activate or deactivate this implant as a bonus action. While active, you gain darkvision to a range of 120 feet.

\n

Powered Harpoon Hand

\n

Prerequisite: 9th level

\n

Prerequisite: Harpoon Hand

\n

While your harpoon hand is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.

\n

Rendcasting Inhibitor

\n

Prerequisite: 5th level

\n

While using your body as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Dexterity or Intelligence saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

\n

Skills Enhancement Package

\n

Prerequisite: 13th level

\n

When you make an ability check using a skill you are proficient in, you can roll a d4 and add the result to your total.

\n

Sound Dampeners

\n

This augmentation replaces your ears.

\n

You are immune to the deafened condition, and you can enable or disable your ability to hear anytime. Additionally, your ears are equipped with a person translator that allows you to understand up to 15 languages different, however, you cannot speak them. The languages can be changed out while interfaced with a protocol droid or appropriate computer.

\n

Surveillance Implant

\n

This augmentation replaces your face.

\n

This implant includes a headcomm with a scrambler that automatically encodes messages sent to a specified recipient commlink or receiver.

\n

Survival And Surveillance Implant

\n

Prerequisite: 9th level

\n

This augmentation replaces your eyes and face.

\n

This implant contains several tools for long-term survival and reconnaissance. As a bonus action, you can activate one of the below modes that enable you to use several of these tools at once. Activating a different mode deactivates any currently active mode.

\n\n

Swift Gait Attuner

\n

Prerequisite: 5th level

\n

Prerequisite: Celerity Leg Prothesis

\n

The Dexterity score of your Celerity Leg Prosthesis increases by 2. Additionally, you gain proficiency in Dexterity saving throws.

\n

You can choose this modification multiple times.

\n

Vector Amplifier

\n

Prerequisite: 5th level

\n

While using your body as a tech focus, you gain a +1 bonus to melee tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

\n

Vector Rangefinder

\n

Prerequisite: 5th level

\n

While using your body as a tech focus, you gain a +1 bonus to ranged tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

\n

Voice Synthesizer

\n

Prerequisite: 5th level

\n

This augmentation replaces your throat.

\n

This augmentation allows you to synthesize and perfectly mimic any voice that you have heard in the last month, and the synthesizer can translate verbal communications between up to 5 languages. The languages can be changed out while interfaced with a protocol droid or appropriate computer. Additionally, you can add your Intelligence modifier to any Charisma (Deception) check made to lie to another creature.

\n

Weapon Integration

\n

This augmentation replaces a forearm.

\n

You can integrate a single weapon that weighs no more than 8 lb. into your forearm. While integrated, you can use a bonus action to hide or reveal the weapon, which can only be used while revealed. While hidden, the weapon has the hidden property. While revealed, the weapon has the fixed property.

\n

You can choose this modification multiple times.

\n

Withercasting Inhibitor

\n

Prerequisite: 5th level

\n

While using your body as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Wisdom or Charisma saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

"},"source":"EC","classCasterType":"Techcaster"},"flags":{"core":{"sourceId":"Item.wzj7DowWJZfxWwq7"}},"img":"systems/sw5e/packs/Icons/Archetypes/Biotech%20Engineering.webp","effects":[]} {"_id":"3GmBJl9h0FpyIKFg","name":"Path of Aggression","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Aggression

\n

From the murky depths of the dark side comes seething fury. Those sentinels who follow the Path of Aggression charge their weapon with lightning, culminating in a massive discharge that can ravage their opponents.

\n

Voltaic Slash

\n

Starting when you choose this calling at 3rd level, you learn the @Compendium[sw5e.forcepowers.MkDRzlCkK2hDdtvi]{Lightning Charge} force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use your Kinetic Combat feature when you cast it as your action. Finally, when you deal lightning damage with the lightning charge force power, you deal additional lightning damage equal to half your Wisdom or Charisma modifier (your choice, minimum of one) if it doesn't already include that modifier.

\n

Thunderous Momentum

\n

Also at 3rd level, your stride becomes nigh unbreakable. You are immune to the shocked condition, and other effects that would reduce your speed only reduce it by 5 feet.

\n

Entropic Rush

\n

At 7th level, you've learned to move with speed and precision, discharging your lightning in a massive burst. When you move at least half your speed before casting @Compendium[sw5e.forcepowers.MkDRzlCkK2hDdtvi]{Lightning Charge}, you make the attack roll with advantage. Additionally, on a hit, the lightning can leap a second time, to a third creature within range or back to the first creature.

\n

Living Current

\n

By 13th level, you've learned to channel the damage done to you to enhance your strikes. The first time you deal damage on your turn, if you took damage since the start of your last turn, you can deal additional lightning damage equal to your Kinetic Combat die + half the amount of damage taken (rounded down).

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Retaliatory Strike

\n

At 18th level, when a creature hits you with an attack while within 5 feet of you, you can use your reaction to cast the @Compendium[sw5e.forcepowers.MkDRzlCkK2hDdtvi]{Lightning Charge} force power, targeting them.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Aggression.webp","effects":[]} {"_id":"3yOiMsM439IfwEBm","name":"Form VII: Juyo/Vapaad","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form VII: Juyo/Vapaad

\n

Form VII, also known as Ferocity Form, revels in the satisfaction of battle and victory. Those guardians who focus on Juyo/Vapaad Form channel their emotions into their fighting, making heavy, sweeping strikes.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.ve7n3q7jNXUph8SD]{Juyo/Vapaad Lightsaber Form}, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Vornskr

\n

Also at 3rd level, as a bonus action, you can take a savage stance, designating one creature you can see within 10 feet of you as your prey for 1 minute. You have advantage on attack rolls against the creature. If the target drops to 0 hit points, you can use a bonus action on a subsequent turn to mark a new creature.

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you complete a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain one of the following Channel the Force options. Choose Snap Aggression for Juyo or Assertive Defense for Vapaad.

\n

Snap Aggression

\n

If you are surprised at the start of combat and aren't incapacitated, you can expend a use of your Channel the Force to act normally on your first turn.

\n

Assertive Defense

\n

When you reduce the damage dealt by a force power to 0 using the @Compendium[sw5e.forcepowers.CuAbwhIt3j2V30Ey]{Saber Reflect} power, and you're wielding a lightweapon or vibroweapon, you can expend a use of your Channel the Force to reflect the attack at a target within range, regardless of what type the damage is.

\n

Fury

\n

At 7th level, you gain one of the following features. Choose Relentless for Juyo or Punishing Charge for Vapaad.

\n

Relentless

\n

You have advantage on initiative checks, and gain a 10 foot bonus to your speed on your first turn of combat.

\n

Punishing Charge

\n

When a creature you can see or hear within 30 feet of you casts a force power, you can use your reaction to move up half your speed. You must end this move closer to the enemy than you started. If you end this movement within 5 feet of the creature, and the triggering force power required a ranged attack roll, they have disadvantage on the roll.

\n

Vengeance

\n

Starting at 15th level, you gain one of the following features. Choose Devastating Critical for Juyo or Their Power, My Strength for Vapaad.

\n

Devastating Critical

\n

When you score a critical hit with a melee weapon attack, you gain a bonus to that weapon's damage roll equal to your guardian level.

\n

Their Power, My Strength

\n

When you are dealt damage by a force power, you can reduce that damage by an amount equal to your guardian level (no action required).

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Master of Ferocity

\n

At 20th level, you are a paragon of extraordinary martial prowess. Your Strength and Dexterity scores increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you complete a long rest.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Juyo%20Vapaad%20Form.webp","effects":[]} {"_id":"4afEpKVpPAUq3lMe","name":"Path of the Forceblade","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of the Forceblade

\n

Some few master their weapon in ways that differ from their peers. Those sentinels who follow the Path of the Forceblade channel the Force into their weapon, forming a unique connection that grants you greater control over the weapon; it becomes an extension of their will.

\n

Phasethrow

\n

Starting when you choose this calling at 3rd level, you learn the @Compendium[sw5e.forcepowers.cCTaCxvsBcbEvbw2]{Saber Throw} force power. Additionally, you no longer have disadvantage on the attack roll with it if you are within 5 feet of a hostile creature, and you can use your Kinetic Combat feature when you cast it as your action. Finally, once per turn, when you hit a creature within 30 feet of you with the saber throw force power, you can spend 1 force point to teleport to an unoccupied space within 5 feet of the creature.

\n

Forceblade Bond

\n

Also at 3rd level, you learn how to bond with a lightweapon or vibroweapon through the Force, making it part of you.

\n

You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond, gaining the following benefits:

\n\n

You can have two weapons bonded to you in this way at a time, and you can summon both of them to you with the same bonus action.

\n

Twin Saber Throw

\n

At 7th level, when you cast @Compendium[sw5e.forcepowers.cCTaCxvsBcbEvbw2]{Saber Throw} while wielding your forceblade, you add half your forcecasting ability modifier (rounded down) to the damage rolls, and you can att-ack the same target multiple times. Additionally, when you make your Kinetic Combat attack, if you spent a force point to teleport to within 5 feet of the target, you make the attack roll with advantage.

\n

Disruptive Throw

\n

By 13th level, when you are the target of a ranged attack, you can use your reaction to throw your forceblade at the source of the attack. Make a ranged force attack. On a hit, this attack deals damage equal to your Kinetic Combat Damage Die and you impose disadvantage on the triggering attack roll.

\n

Forceblade Mastery

\n

At 18th level, you've mastered controlling your forceblade with your mind, using it to keep your enemies at bay. As an action, you can telekinetically control your forceblade and have it strike any number of creatures within 10 feet of you, spending 1 force point per target. Each target must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier + any bonuses to the weapon's attack rolls). On a failed save, it takes damage equal to your Kinetic Combat Damage Die + half your sentinel level (rounded down), is pushed back 10 feet and knocked prone.

\n

Additionally, when you do so, you can use your Kinetic Combat feature.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20the%20Forceblade.webp","effects":[]} @@ -76,6 +77,7 @@ {"_id":"n46s1RsRnnQjxHvX","name":"Heavy Weapons Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Heavy Weapons Specialist

\n

Some manned instruments of war require their user to have superior physical prowess to overcome their weight and encumbrance. Those fighters who choose to become Heavy Weapons Specialists use their powerful bodies, and powerful armaments, to overwhelm their foes.

\n

Rock Steady

\n

When you choose this specialty at 3rd level, you have learned to use the heft of your weapon to root yourself in place. At the end of each of your turns, if you move less than half your speed while wielding a weapon with the heavy or strength properties, you have advantage on saving throws to avoid being restrained, moved, or knocked prone. This advantage lasts until the end of your next turn.

\n

My Little Friend Says Hello There

\n

Also at 3rd level, you know how to use the sheer size of your weapon to strike fear in those around you. You can add your Strength modifier to any Charisma (Intimidation) check you make while wielding a weapon with the heavy or strength properties that doesn't already include that modifier.

\n

Maximum Output

\n

Beginning at 7th level, when you take the Attack action while wielding a weapon with the heavy or strength properties, you can forgo one or more attacks. If you do so, you deal additional damage the first time you hit with an attack roll before the end of your next turn. For each attack you forgo in this fashion, you deal extra damage equal to 1d12 + half your fighter level (rounded down). If you miss with the first attack roll you make before the end of your next turn, you instead deal normal weapon damage.

\n

Straight Through

\n

At 10th level, when you score a critical hit on your turn while wielding a weapon with the heavy or strength properties, you can make one weapon attack against a creature within 5 feet of the target using your reaction.

\n

Overwhelm

\n

Starting at 15th level, when you use your Second Wind while wielding a weapon with the heavy or strength properties, if you hit with the first attack roll you make before the end of your next turn, you treat the hit as a critical hit. If you miss with the first attack roll you make before the end of your next turn, you instead treat the miss as a hit.

\n

Pure Performance

\n

At 18th level, attack rolls you make while wielding a weapon with the heavy or strength properties can't suffer from disadvantage.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Heavy%20Weapons%20Specialist.webp","effects":[]} {"_id":"nP8lpZPBh0HGKUJR","name":"Geneticist Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Geneticist Pursuit

\n

Throughout the galaxy there exists scientists who focus on unraveling the mysteries contained within the bodies of the divese sentients of the galaxy. Those scholars who choose the Geneticist Pursuit put their knowledge into practice, splicing their own genetic material to become superior beings... or monsters.

\n

Genesplicer's Methods

\n

When you choose this pursuit at 3rd level, you gain proficiency with geneticist's kit and your choice of Medicine or Survival skills.

\n

Mutagenic Analysis

\n

Also at 3rd level, while you are the target of your Critical Analysis feature, you can add half your Intelligence modifier (rounded down, minimum of one) to any saving throw you make that doesn't already include that modifier.

\n

Additional Maneuvers

\n

Lastly at 3rd level, you gain access to new maneuvers which reflect the changes your body has undergone. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

Acid Burst

\n

When you take the Attack action on your turn, you can replace one of your attacks with a sudden and violent expulsion of acidic fluid. You expend a superiority die, and cause all creatures within a 15-foot cone to make a Dexterity saving throw. On a failed save, they take damage equal to the number rolled on your superiority die plus your Intelligence modifier.

\n

Charging Attack

\n

If you move at least 10 feet towards your target before successfully hitting them with a melee attack, you may expend a superiority die, causing the target to take additional damage equal to the result, and forcing it to make a Strength saving throw. On a failed save the creature is knocked prone.

\n

Electrical Discharge

\n

When you succeed on a check to initiate or maintain a grapple, you can expend a superiority die. The creature takes lightning damage equal to the amount rolled on the die.

\n

Rampage

\n

When you reduce a creature to 0 hit points, you can use your bonus action to expend a superiority die and move up to half your speed. If you end this movement within 5 feet of a creature, you can make a single melee attack against that creature, adding the result of the superiority die to the attack roll.

\n

Unrelenting Grasp

\n

When you hit a creature within 5 feet of you with an opportunity attack, you may expend a superiority die. The creature takes additional damage equal to your superiority die, and you may attempt to grapple the target as part of the same reaction.

\n

Venomous Slash

\n

When you hit a creature with a melee attack, you may expend a superiority die to force it to make a Constitution saving throw. On a failed save, it takes poison damage equal to the result of the die and is poisoned until the start of your next turn.

\n

Mutagenic Transformation

\n

Beginning at 6th level, when you target yourself with your Critical Analysis feature, you can choose to undergo a mutagenic transformation. Your form shifts, exaggerating and strengthening your geneticist discoveries for 1 hour. You gain the following benefits:

\n\n

You can end this effect early on your turn as a bonus action. This effect ends early if you are incapacitated or die. You can use this feature twice. You regain all expended uses of it when you finish a long rest.

\n

Geneticist's Resilience

\n

Starting at 9th level, your genetic alterations make you immune to poison and disease. Additionally, you have resistance to poison damage.

\n

Chimeric Adaptation

\n

Once you've reached 17th level, your genetic modifications have reached new heights. When you complete a short or long rest, you can choose one of the following features. When you undergo your mutagenic transformation, you also gain the benefits of the chosen feature for the duration. You can only have one of these features at a time.

\n

Aspect of the Terentatek

\n

You gain proficiency in Wisdom and Charisma saving throws. Additionally, you have advantage on saving throws against force powers, and when a creature within 30 feet of you casts a force power, you can use your reaction to move up to half your speed towards the creature. You must end this movement closer to the creature than you started. If you end this movement within 5 feet of the creature, you can make one melee attack against the creature (no action required).

\n

Aspect of the Rancor

\n

You gain proficiency in Strength and Constitution saving throws. Additionally, you gain immunity to the frightened condition, and when you deal damage with a weapon or unarmed strike, you can deal an additional 1d8 damage of the same type as the weapon's damage.

\n

Aspect of the Varactyl

\n

You gain proficiency in Dexterity and Intelligence saving throws. Additionally, your speed increases by 10 feet, you ignore effects that would reduce your speed, your attack rolls can't suffer from disadvantage, and creatures can't have advantage on attack rolls against you.

\n

Discoveries (Geneticist)

\n

When you select this pursuit, you gain access to new discoveries which reflect the changes you have caused your own body to undergo. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Adapted Hide

\n

When you aren't wearing armor, your AC is 13 + your Dexterity modifier. Additionally, you are adapted to hot or cold climates (your choice), as described in chapter 5 of the Dungeon Master's Guide. When you undergo your mutagenic transformation, you add your full Intelligence modifier, instead of half, to your AC for the duration.

\n

Atmospheric Adaptation

\n

You can breathe air and water. When you undergo your mutagenic transformation, you no longer need to breathe, and you can survive up to one hour within the vacuum of space for the duration.

\n

Enhanced Musculature

\n

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or

\n

lift. Additionally, when you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier. When you undergo your mutagenic transformation, you have advantage on Strength checks and Strength saving throws for the duration.

\n

Icarian Mutation

\n

You sprout a pair of winged arms. You gain a flight speed equal to half your walking speed. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required). When you undergo your mutagenic transformation, your flying speed increases to your full walking speed, and you can use your bonus action to take the Dash action for the duration.

\n

Mutagenic Hardiness

\n

Your hit point maximum increases by a number equal to your level, and it increases by 1 every time you gain a level. When you undergo your mutagenic transformation, and at the beginning of each of your turns, you gain temporary hit points equal to your half your scholar level (rounded down) + your Intelligence modifier for the duration.

\n

Predatory Senses

\n

You have darkvision out to 60 feet. If you already have darkvision, its range instead increases by 30 feet. When you undergo your mutagenic transformation, you gain advantage on Wisdom (Perception) checks that rely on smell for the duration. Additionally, you can track creatures that have left a scent in the last 24 hours.

\n

Underground Adaptation

\n

You gain a burrowing speed equal to your walking speed and you can tunnel through solid rock at a rate of 1 foot per round. In order to use this speed, you must have two free hands. When you undergo your mutagenic transformation, you gain tremorsense out to 30 feet for the duration. You can detect and pinpoint the origin of vibrations within a specific radius, provided that monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures.

\n

Unnatural Weaponry

\n

You sprout claws or some other natural weapon, which deal 1d4 kinetic damage on a hit. You can use your choice of your Strength, Dexterity, or Intelligence modifier for the attack and damage rolls. You must use the same modifier for both rolls. When you undergo your mutagenic transformation, your unarmed strikes increase to a d6 and are considered enhanced for the duration. Additionally, you deal an additional 1d4 acid, lightning, or poison damage when you hit with them.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Geneticist%20Pursuit.webp","effects":[]} {"_id":"np8PlkH43bFHGOjq","name":"Teleportation Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Teleportation Technique

\n

Whether through experimentation or discovery of an ancient technology, followers of the Teleportation Technique have learned to create brief teleportation portals, allowing them to maneuver and attack both quickly and unpredictably throughout the battlefield.

\n

Personal Teleporter

\n

When you choose this technique at 3rd level, you can use portable teleporters as a bonus action, instead of an action.

\n

Additionally, while you are wielding a tech focus, you can use your bonus action to create a pair of linked portals: one portal appears in a space within 5 feet of you, and the other portal appears in an unoccupied space you can see up to 30 feet away. These portals last until the start of your next turn, and they are large enough to accommodate Medium and smaller creatures and objects. Portals take the appearance of an elongated, shimmering mirror, and looking through a portal, a creature can see through the linked portal as if looking through a window. A creature or object who passes through a portal immediately appears in a space within 5 feet of the linked portal. You can use your reaction to end your portals early. If a creature is partially within your portals, it is shunted back to the space it previously occupied and it must make a Dexterity saving throw against your tech save DC. On a failed save, it takes energy damage equal to your scout level + your intelligence modifier.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest. At the beginning of each of your turns, while you have a pair of portals active, you can expend a use of this feature to extend the duration of the portals until the start of your next turn (no action required).

\n

The distance at which you can create portals increases at higher levels. It increases to 60 feet at 5th level, 90 feet at 9th level, 150 feet at 13th level, 300 feet at 17th level, and 1,000 feet at 20th level.

\n

Mark of the Teleporter

\n

Also at 3rd level, on your turn, when you deal damage to the target of your Ranger's Quarry, and either you, your weapon, or the source of your damage have passed through the portal on this turn, when you roll below half the maximum on a damage die, you can treat the roll as if you'd rolled half the maximum on the damage die. You can only affect a number of dice up to half your intelligence modifier (rounded up) in this way.

\n

Residual Warp

\n

Beginning at 7th level, when you use your Personal Teleporter feature, you can place your portal in a place you've visited in the last 10 minutes, provided you can remember it, as opposed to a place you can see. That place must still be within range of your teleporter.

\n

Quantum Entanglement

\n

Starting at 11th level, when you use your Personal Teleporter feature, you can place the portal that you would normally place within 5 feet of you in a place you can see within your Personal Teleporter's range. If that space is occupied by a Huge or smaller creature or a Medium or smaller unsecured object, it must make a Dexterity saving throw against your tech save DC. An object automatically fails this saving throw, and a creature can choose to fail. On a failed save, a Medium or smaller creature or object falls through the portal, immediately appearing in a space within 5 feet of the linked portal and falling prone. A Large or Huge creature, instead, falls prone without moving.

\n

Reprisal

\n

At 15th level, when you would be affected by a weapon or tech power that requires a Dexterity saving throw or attack roll and would affect only you, you can use your reaction to instantaneously create a pair of portals to redirect that power to another target within 30 feet. If the weapon or power required a melee or ranged attack roll, make a melee or ranged tech attack roll against the new target, as appropriate. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your tech save DC.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Archetypes/Teleportation%20Technique.webp","effects":[]} +{"_id":"oYAXrbXaFVAoGDLM","name":"Way of Technology","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Technology

\n

While many Forcewielders eschew the use of technology, other choose to embrace it Those consulars who follow the Way of Technology pair their mastery of the Force with the versatility of technology, applying the knowledge in tandem to perform unseen feats.

\n

Fundamentals of Mechu-Deru

\n

Starting when you choose this tradition at 3rd level, you've dabbled in adapting your use of the Force, melding it with technology. You gain proficiency in the Technology skill, as well as simple blasters. When you cast a force power that calls for a melee weapon attack, and you are wielding a blaster with which you are proficient, you can instead make a ranged weapon attack, as long as the target is within your weapon’s normal range.

\n

Additionally, you've learned to manipulate the Force to be able to manipulate technology when it couldn't previously. When you cast a force power that could not affect droids or constructs, you can choose to have it affect droids or constructs. If it would affect multiple targets, you must expend additional uses of this feature for each additional target. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete long rest.

\n

Techcasting Secrets

\n

At 6th level, you've learned to mimic technological effects. Choose two tech powers of 1st level. The chosen powers count as universal force powers for you, but are not included in the number in the Powers Known column of the consular table.

\n

At 10th level, you learn two additional tech powers of 1st or 2nd level. At 14th level, you learn two tech powers of 1st-3rd level, and at 18th level, you learn two tech powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power of the same level.

\n

Ionized Weave

\n

Beginning at 10th level, when you cast a damage-dealing force power that requires a force attack or saving throw, you can spend force points to cause that power to instead deal ion damage. The number of force points equals half the power’s level (round down, minimum of one). If the power would call for a saving throw other than Dexterity, it instead calls for a Dexterity saving throw.

\n

Force Circuitry

\n

At 14th level, when you use your action to cast a force power, and you use your Fundamentals of Mechu-deru feature as a part of that casting, you can use your bonus action to cast one of the tech powers you know, as long as that power has a casting time of 1 action or bonus action.

\n

Mechu-Deru Mastery

\n

Starting at 18th level, you can cast one 5th-level tech power of your choice. The power counts as a universal force power for you, and you do not require force points to cast this power. Once you've done so, you can't do so again until you complete a long rest.

"},"source":"Expanded Content","classCasterType":"Forcecaster, Techcaster"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"core":{"sourceId":"Item.aeE47GjiF8RizQaz"}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Technology.webp","effects":[]} {"_id":"ovm5WJyAM317IC4K","name":"Slicer Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Slicer Pursuit

\n

Across the galaxy one can find numerous pseudonyms and false identities belonging to the hackers and cyber-infiltrators that call the world of electronics home. Those scholars who choose the Slicer Pursuit put their impressive intellectual prowess to work in the field of technology, to ends both benevolent and malicious.

\n

Techcasting

\n

When you choose this pursuit at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Slicer Pursuit Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to half of your scholar level (rounded up), as shown in the Tech Points column of the Slicer Pursuit Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Slicer Pursuit Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech 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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Slicer Pursuit Techcasting
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th
\n
\n
\n

Systems Hijack

\n

Also at 3rd level, when the target of your Critical Analysis is a droid or construct, or wearing or holding a techcasting focus, that creature is a viable target for any tech powers with you cast with a range of touch.

\n

Additionally, when the target of your Critical Analysis casts a tech power, you can use your reaction to identify the tech power being cast, and at what level.

\n

Additional Maneuvers

\n

Lastly at 3rd level, you gain access to new maneuvers which reflect your understanding of tech casting. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

Automatic Startup Sequence

\n

When a creature makes a saving throw against a tech power you cast, you may expend a superiority die, subtracting the number rolled from their total. You can use this maneuver before or after the creature makes saving throw, but before the GM determines whether or not the creature fails.

\n

Fast Access Programs

\n

When you cast a tech power of 1st-level or higher that has a casting time of 1 action, you can expend a superiority die to change the casting time to 1 bonus action for this casting.

\n

Firewall

\n

When you or an ally you can see within 60 feet make a saving throw against a tech power, you can use your reaction to expend a superiority die, adding the number rolled to the result of that saving throw.

\n

Hacked Communications

\n

As an action, you may expend a superiority die, and choose any number of creatures that you can see within 60 feet of you that have commlinks, headcomms, or other such communications devices. Each creature must succeed on a Constitution saving throw or take sonic damage equal to the number rolled on the dice + your Intelligence modifier (minimum of one). Additionally, on a failed save, their communication devices are disabled until rebooted.

\n

Overcapacity Powers

\n

When you cast a tech power of 1st-level or higher, you may expend a superiority die to cast the power at a higher level, provided is does not exceed your Maximum Power Level. Roll the superiority die, and add it to the level at which you are casting the power. You can choose to cast it at this new power level or lower.

\n

Runtime Extension

\n

When a tech power you cast with a duration of 1 minute or longer reaches the end of its duration, you may expend a superiority die to extend the duration of the power a number of rounds equal to the number rolled on your superiority die.

\n

Subtle Execution

\n

When you cast a tech power, you may expend a superiority die to cast the power without any visual or auditory cues. Creatures have disadvantage on any Intelligence (Investigation) or Wisdom (Perception) checks made to determine if you were the caster.

\n

Potent Programming

\n

Beginning at 6th level, when a creature succeeds on a saving throw against an at-will tech power you cast that deals damage, the creature takes half the power's damage, but suffers no additional effects of the power.

\n

Redirect Error

\n

Starting at 9th level, when the target of your Critical Analysis feature casts a tech power that affects an area, you can use your reaction to cause that power to instead affect an area in a 10-foot-radius sphere centered on the caster.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n

System Override

\n

Once you've reached 17th level, you know how to quickly activate anti-tech subroutines you have encoded into your wristpad. You can cast the @Compendium[sw5e.techpowers.g0WJVphRgr0iSG1x]{Diminish Tech} and @Compendium[sw5e.techpowers.9Vg5TEwWdVh3NVym]{Tech Override} powers at 3rd level without expending tech points. If the target is the target of your Critical Analysis, you have advantage on the techcasting ability check for these powers.

\n

You can use this feature a number of time equal to half your Intelligence modifier (rounded down, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Discoveries (Slicer)

\n

When you select this pursuit, you gain access to new discoveries which reflect your understanding of tech casting. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Administrator's Log

\n

If you spend at least 10 minutes working on a computer or terminal, you can get a full list of users who have accessed the machine within the past 24 hours. Over the course of a long rest, you may then form a facsimile of identification that would allow you to pass yourself off as that person when accessing machines.

\n

Backdoor Egress

\n

When you cast a tech power that affects an area and requires a saving throw, and you are inside that power's area, you can use your reaction to move up to half your speed without provoking opportunity attacks. If you end this movement outside the area affected by the tech power, you do not have to make a saving throw to avoid its effects.

\n

Intelligence Core Override

\n

Prerequisite: 9th level

\n

You can cast the @Compendium[sw5e.techpowers.NagD6z90jRyd7zOk]{Override Interface} tech power at 5th level without spending tech points.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n

Resource Appropriation

\n

Prerequisite: 11th level

\n

If you reduce the target of your Critical Analysis feature to 0 hit points, and it has tech point remaining, you may choose to gain any tech points it had remaining. Your current tech points cannot exceed your tech point maximum.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Skillful Casting

\n

When you hit a creature with an at-will tech power that requires an attack roll, you may treat that attack roll as a weapon attack for the purpose of using maneuvers.

\n

Sleeper Program

\n

Whenever you cast a tech power with a casting time of 1 action, you can choose to delay the power's activation up to a minute. When you do so, you cast the power as normal, but holds its energy for the duration of the delay. Holding onto the power's effect requires concentration. If your concentration is broken before the delay ends, the power dissipates without taking effect. You can use your reaction to activate the power at any time.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Slicer%20Pursuit.webp","effects":[]} {"_id":"owhXRBD1NnGWXdr6","name":"Performance Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Performance Practice

\n

Some operatives choose to master finesse and timing through performance art. Those operatives who choose the Performance Practice become skilled performers who prove especially deadly in close combat, able to find the rhythm of an attacker's strikes as easily as any song.

\n

Artful Dancer

\n

When you choose this practice at 3rd level, your training with music and dancing grants you certain benefits. You gain proficiency in the Performance skill and one musical instrument of your choice.

\n

Additionally, while you are you are not wearing armor or wielding a medium or heavy shield, you can add half your Charisma modifier (rounded up) to your AC as long as it doesn't already include that modifier.

\n

Dazzling Steps

\n

Also at 3rd level, you learn to conduct impressive displays of grace and speed in combat. While you aren't wearing medium or heavy armor or wielding a medium or heavy shield, and you take the Attack action on your turn and attack with a weapon with either the light or finesse properties, your walking speed increases by 10 feet until the end of the turn, and if you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a dazzling step.

\n

Some of your dazzling steps require your target to make a saving throw to resist the dazzling step's effects. The saving throw DC is calculated as follows:

\n

Dazzling Step save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Defensive Step

\n

You defend yourself from further attack. Roll two Sneak Attack dice. You gain temporary hit points that last until the start of your next turn equal to the amount rolled.

\n

Mobile Step

\n

You twist and twirl around the target. The target must make a Strength saving throw. A Huge or larger creature automatically succeeds. On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.

\n

Offensive Step

\n

Choose another creature that you can see within your reach. The creature must make a Dexterity saving throw. On a failed save, roll two Sneak Attack dice. The creature takes damage equal to the amount rolled. This damage is of the same as your weapon's damage.

\n

Flexible Body

\n

Beginning at 9th level, you are able to use your acrobatic talent to gain the upper hand in combat. You can use the bonus action granted by your Cunning Action to shove a creature. When you do so, you can make a Dexterity (Acrobatics) check instead of a Strength (Athletics) check.

\n

Additionally, you now ignore difficult terrain, you can move through space occupied by hostile creatures, and you can squeeze through smaller spaces without expending extra movement.

\n

Dance of Death

\n

Starting at 13th level, you can use your action to make a weapon attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. You can choose to deal Sneak Attack damage to each creature you hit, but you can only roll half your number of Sneak Attack dice (rounded up) per creature.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Master of Dance

\n

At 17th level, your confidence when putting on a show has extended into combat. You add your Charisma modifier to initiative checks. Additionally, any creature who fails a saving throw against your Dazzling Step save DC has disadvantage on the first attack roll they make against you each turn until the end of your next turn.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Performance%20Practice.webp","effects":[]} {"_id":"pSIVnxwvRlyNoFM4","name":"Warchief Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Warchief Approach

\n

For some berserkers, it is their duty or birthright to lead their tribe and kin to battle and victory. The Warchief Approach is one forged from alliances, bonds, and strategy. In combat, your rages are less mindless, and more focused. Ignoring the distractions of unimportant events, your attention hones in on the battlefield and how best to direct and control it. You guide your allies’ strikes, and your presence is enough to wash away their fatigue.

\n

Savage Diplomat

\n

Your path necessitates that you build relationships with others, for the betterment of your tribe or yourself.

\n

When you choose this approach at 3rd level, you gain proficiency in one of the following skills of your choice: Persuasion or Intimidation. You can choose to learn one language in place of the skill proficiency.

\n

Commanding Rage

\n

Also at 3rd level, when in your rage, you become more aware of your allies, and their intent when fighting at your side. While you are raging, when an ally within 10 feet of you makes an attack roll against an enemy, you can use your reaction to grant advantage to that attack and add your rage damage bonus to the damage roll, if the attack hits.

\n

Inspiring Presence

\n

At 6th level your mere presence on the battlefield rallies your allies. When you rage, choose up to 3 allies that you can see within 30 feet of you. Each creature gains temporary hit points equal to half your berserker level (rounded down) + your Charisma modifier (minimum of one).

\n

Raid Planning

\n

Starting at 10th level, you learn to flare up your allies’ drive for combat, urging them to follow you into the fray. During a long rest, you tell sagas, sing battle songs, and give inspiring speeches. At the end of the long rest choose up to 5 creatures that can hear and understand you (which can include yourself) to add your Charisma modifier (minimum of one) to their next initiative roll, and a 10 foot bonus to their speed on their first turn of combat.

\n

War Chant

\n

By 14th level you have memorized the litanies, songs, and chants of your people and their dedication to war. When you enter a rage you can take a commanding stance. If you do so, for the duration of your rage you have a special reaction you can take on a number of allies’ turns equal to your Charisma modifier (minimum of one). You can only use this special reaction to use your Commanding Rage feature.

\n

Additionally, during this rage, when an enemy within 10 feet of you makes an attack roll against an ally, you can use your reaction to reduce that roll by an amount equal to your Charisma modifier.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Warchief%20Approach.webp","effects":[]} @@ -101,6 +103,3 @@ {"_id":"xIgy4jaHPhmry1Ub","name":"Path of Focus","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Focus

\n

The ways of the Force can reveal themselves to a sentinel through intense concentration and, most importantly, focus. Those sentinels who follow the Path of Focus use debilitating bursts of lightsaber strikes and force powers to exhaust their foes, crushing any hopes they had of mounting an effective defense.

\n

Focused Burst

\n

Starting when you choose this calling at 3rd level, you learn the @Compendium[sw5e.forcepowers.vmzC47AY66cx1LwU]{Burst} force power, which does not count against your total powers known. Additionally, you can use your Kinetic Combat feature when you cast it as your action. Finally, you add your Wisdom or Charisma modifier (your choice, a minimum of +1) to damage rolls with it, and creatures that succeed on their saving throw take half damage, instead of none.

\n

Blade Dance

\n

Also at 3rd level, when you deal damage to a creature within 5 feet of you, you can move up to 10 feet without provoking opportunity attacks.

\n

Blade Storm

\n

At 7th level, your bursts become even more overwhelming. Once on your turn, when a creature takes damage from you twice, you can immediately make one additional attack against that creature (no action required). This attack uses your Kinetic Combat die instead of the weapon's damage die

\n

Focused Flow

\n

By 13th level, whenever you use a Force-Empowered Self feature, you may instead expend no force points and roll a d4 in place of your Kinetic Combat die.

\n

Master Strike

\n

At 18th level, your bursts can overpower even the fiercest of foes. Once on your turn, when a creature takes damage from you three times, you can force it to make a Constitution saving throw against your universal force save DC. On a failed save, it becomes stunned until the end of its next turn.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Focus.webp","effects":[]} {"_id":"xUUk8lINd1wpQrIh","name":"Beguiler Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Beguiler Practice

\n

Those operatives who choose the Beguiler Practice augment their natural wiles and charm with subtle utilization of the Force. They tap into these powers to cloud the minds of their foes, distracting and diverting before abruptly dispatching them.

\n

Forcecasting

\n

When you choose this practice at 3rd level, you have derived powers from your emotional connection to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Beguiler Practice Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your operative level, as shown in the Force Points column of the Beguiler Practice Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Beguiler Practice Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus +your forcecasting ability modifier

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Beguiler Practice Forcecasting
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
\n
\n
\n

Fascinating Display

\n

Also at 3rd level, you can spend 1 minute attemping to distract and enthrall those around you. Choose a number of humanoids within 60 feet of you who watched your display for the duration, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed by you. While charmed in this way, the target idolizes you, speaking glowingly of you to anyone who talks to it. Additionally, it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

\n

If a target succeeds on this saving throw, the target has no hint you tried to charm it.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n

Mesmerizing Presence

\n

Beginning at 9th level, you have advantage on attack rolls against creatures charmed by you.

\n

Enthralling Vigor

\n

Starting at 13th level, whenever a creature fails a Wisdom or Charisma saving throw against a force power or class feature you use, you can gain temporary hit points equal to half your operative level (rounded down) + your Charisma modifier (minimum of one).

\n

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Distracting Countenance

\n

At 17th level, as a bonus action, you can mask yourself with the Force for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your powers on your next turn.

\n

Once you've used this feature, you must com-plete a short or long rest before you can use it again.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Beguiler%20Practice.webp","effects":[]} {"_id":"zxnST2OeLGmt8buI","name":"Praetorian Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Praetorian Specialist

\n

Those fighters who choose to become Praetorian Specialists seek perfection of both body and mind. These warriors master the art of warfare, and are often sought as bodyguards for the galaxy's elite. They are engines of destruction and resilience, able to fight on to their last breath.

\n

Bonus Proficiency

\n

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Insight, Lore, Performance, or Persuasion. Alternatively, you learn one language of your choice.

\n

Fighting Spirit

\n

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

\n

You can use this feature three times. You regain all expended uses when you finish a long rest.

\n

Resilient Retainer

\n

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

\n

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

\n

Tireless Spirit

\n

Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

\n

Rapid Strike

\n

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

\n

Strength Before Death

\n

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

\n

Once you've used this feature, you can't use it again until you finish a long rest.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Praetorian%20Specialist.webp","effects":[]} -{"name":"Way of Technology","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Technology

\n

While many Forcewielders eschew the use of technology, other choose to embrace it Those consulars who follow the Way of Technology pair their mastery of the Force with the versatility of technology, applying the knowledge in tandem to perform unseen feats.

\n

Fundamentals of Mechu-Deru

\n

Starting when you choose this tradition at 3rd level, you've dabbled in adapting your use of the Force, melding it with technology. You gain proficiency in the Technology skill, as well as simple blasters. When you cast a force power that calls for a melee weapon attack, and you are wielding a blaster with which you are proficient, you can instead make a ranged weapon attack, as long as the target is within your weapon’s normal range.

\n

Additionally, you've learned to manipulate the Force to be able to manipulate technology when it couldn't previously. When you cast a force power that could not affect droids or constructs, you can choose to have it affect droids or constructs. If it would affect multiple targets, you must expend additional uses of this feature for each additional target. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete long rest.

\n

Techcasting Secrets

\n

At 6th level, you've learned to mimic technological effects. Choose two tech powers of 1st level. The chosen powers count as universal force powers for you, but are not included in the number in the Powers Known column of the consular table.

\n

At 10th level, you learn two additional tech powers of 1st or 2nd level. At 14th level, you learn two tech powers of 1st-3rd level, and at 18th level, you learn two tech powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power of the same level.

\n

Ionized Weave

\n

Beginning at 10th level, when you cast a damage-dealing force power that requires a force attack or saving throw, you can spend force points to cause that power to instead deal ion damage. The number of force points equals half the power’s level (round down, minimum of one). If the power would call for a saving throw other than Dexterity, it instead calls for a Dexterity saving throw.

\n

Force Circuitry

\n

At 14th level, when you use your action to cast a force power, and you use your Fundamentals of Mechu-deru feature as a part of that casting, you can use your bonus action to cast one of the tech powers you know, as long as that power has a casting time of 1 action or bonus action.

\n

Mechu-Deru Mastery

\n

Starting at 18th level, you can cast one 5th-level tech power of your choice. The power counts as a universal force power for you, and you do not require force points to cast this power. Once you've done so, you can't do so again until you complete a long rest.

"},"source":"Expanded Content"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"core":{"sourceId":"Item.aeE47GjiF8RizQaz"}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Technology.webp","effects":[],"_id":"oYAXrbXaFVAoGDLM"} -{"_id":"oYAXrbXaFVAoGDLM","name":"Way of Technology","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Technology

\n

While many Forcewielders eschew the use of technology, other choose to embrace it Those consulars who follow the Way of Technology pair their mastery of the Force with the versatility of technology, applying the knowledge in tandem to perform unseen feats.

\n

Fundamentals of Mechu-Deru

\n

Starting when you choose this tradition at 3rd level, you've dabbled in adapting your use of the Force, melding it with technology. You gain proficiency in the Technology skill, as well as simple blasters. When you cast a force power that calls for a melee weapon attack, and you are wielding a blaster with which you are proficient, you can instead make a ranged weapon attack, as long as the target is within your weapon’s normal range.

\n

Additionally, you've learned to manipulate the Force to be able to manipulate technology when it couldn't previously. When you cast a force power that could not affect droids or constructs, you can choose to have it affect droids or constructs. If it would affect multiple targets, you must expend additional uses of this feature for each additional target. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete long rest.

\n

Techcasting Secrets

\n

At 6th level, you've learned to mimic technological effects. Choose two tech powers of 1st level. The chosen powers count as universal force powers for you, but are not included in the number in the Powers Known column of the consular table.

\n

At 10th level, you learn two additional tech powers of 1st or 2nd level. At 14th level, you learn two tech powers of 1st-3rd level, and at 18th level, you learn two tech powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power of the same level.

\n

Ionized Weave

\n

Beginning at 10th level, when you cast a damage-dealing force power that requires a force attack or saving throw, you can spend force points to cause that power to instead deal ion damage. The number of force points equals half the power’s level (round down, minimum of one). If the power would call for a saving throw other than Dexterity, it instead calls for a Dexterity saving throw.

\n

Force Circuitry

\n

At 14th level, when you use your action to cast a force power, and you use your Fundamentals of Mechu-deru feature as a part of that casting, you can use your bonus action to cast one of the tech powers you know, as long as that power has a casting time of 1 action or bonus action.

\n

Mechu-Deru Mastery

\n

Starting at 18th level, you can cast one 5th-level tech power of your choice. The power counts as a universal force power for you, and you do not require force points to cast this power. Once you've done so, you can't do so again until you complete a long rest.

"},"source":"Expanded Content","classCasterType":"Forcecaster, Techcaster"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"core":{"sourceId":"Item.aeE47GjiF8RizQaz"}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Technology.webp","effects":[]} -{"_id":"oYAXrbXaFVAoGDLM","name":"Way of Technology","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Technology

\n

While many Forcewielders eschew the use of technology, other choose to embrace it Those consulars who follow the Way of Technology pair their mastery of the Force with the versatility of technology, applying the knowledge in tandem to perform unseen feats.

\n

Fundamentals of Mechu-Deru

\n

Starting when you choose this tradition at 3rd level, you've dabbled in adapting your use of the Force, melding it with technology. You gain proficiency in the Technology skill, as well as simple blasters. When you cast a force power that calls for a melee weapon attack, and you are wielding a blaster with which you are proficient, you can instead make a ranged weapon attack, as long as the target is within your weapon’s normal range.

\n

Additionally, you've learned to manipulate the Force to be able to manipulate technology when it couldn't previously. When you cast a force power that could not affect droids or constructs, you can choose to have it affect droids or constructs. If it would affect multiple targets, you must expend additional uses of this feature for each additional target. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete long rest.

\n

Techcasting Secrets

\n

At 6th level, you've learned to mimic technological effects. Choose two tech powers of 1st level. The chosen powers count as universal force powers for you, but are not included in the number in the Powers Known column of the consular table.

\n

At 10th level, you learn two additional tech powers of 1st or 2nd level. At 14th level, you learn two tech powers of 1st-3rd level, and at 18th level, you learn two tech powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power of the same level.

\n

Ionized Weave

\n

Beginning at 10th level, when you cast a damage-dealing force power that requires a force attack or saving throw, you can spend force points to cause that power to instead deal ion damage. The number of force points equals half the power’s level (round down, minimum of one). If the power would call for a saving throw other than Dexterity, it instead calls for a Dexterity saving throw.

\n

Force Circuitry

\n

At 14th level, when you use your action to cast a force power, and you use your Fundamentals of Mechu-deru feature as a part of that casting, you can use your bonus action to cast one of the tech powers you know, as long as that power has a casting time of 1 action or bonus action.

\n

Mechu-Deru Mastery

\n

Starting at 18th level, you can cast one 5th-level tech power of your choice. The power counts as a universal force power for you, and you do not require force points to cast this power. Once you've done so, you can't do so again until you complete a long rest.

"},"source":"Expanded Content","classCasterType":"Forcecaster, Techcaster"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"core":{"sourceId":"Item.aeE47GjiF8RizQaz"}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Technology.webp","effects":[]} diff --git a/packs/packs/classes.db b/packs/packs/classes.db index 7bb6262b..4fd793ed 100644 --- a/packs/packs/classes.db +++ b/packs/packs/classes.db @@ -1,11 +1,18 @@ -{"_id":"1KSGcLL9HvLEkanx","name":"Sentinel","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Clad in black robes, the rattataki pulls his hood forward and steps into the shadowy alcove, only to reappear further down the hall. As his quarry walks past, he presses the hilt of his lightsaber to the back of their head, quickly toggling it on-and-off. He is gone before the corpse hits the ground.

\n

The togruta dashes across the battlefield, doublesaber deflecting blaster shots to the ground. She pulls her wounded padawan to her feet, and guides her away from the warzone.

\n

Green-bladed lightsaber a blur, the cathar ferociously presses the attack. With each strike, she guides her opponent closer to the ravine’s edge. A flurry of blows followed by a quick force push and her foe tumbles over the edge.

\n

Sentinels are the masters of blending force powers with weapon attacks. They weave the two together so expertly that their foes have trouble predicting them.

\n

The Middle of the Road

\n

The sentinel uses stealth and subterfuge to accomplish the will of the Force. Where the consular focuses on mastery of the Force and the guardian focuses on the mastery of the lightsaber, the sentinel focuses on merging the two.

\n

Solitary Action

\n

Sentinels are notoriously independent, most comfortable acting alone and without backup; where some use a team to make up for their weaknesses, the sentinel uses the Force to overcome theirs. While some take this independent streak to the extreme, they are usually accepting of authority, as long as they are allowed to carry out directions using their preferred methods.

\n

While creating your sentinel, consider your personal philosophy in regards to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Are you an operative tapping into a latent Force-sensitivity? Were you trained in the force from a young age, or did you discover it as an adult? How do you treat those weaker than you? What was your family like? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a sentinel quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom or Charisma. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Sentinel
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power LevelKinetic Combat
1st+2Forcecasting, Led by the Force731st-
2nd+2Force-Empowered Self, Sentinel Ideals961std4
3rd+2Sentinel Calling1192ndd4
4th+2Ability Score Improvement13122ndd4
5th+3Extra Attack15152ndd6
6th+3Sentinel Ideals (three ideals)17183rdd6
7th+3Calling feature18213rdd6
8th+3Ability Score Improvement19243rdd6
9th+4Sentinel Ideals (three manifestations)21274thd8
10th+4Battle Readiness22304thd8
11th+4Sentinel Ideals (four ideals)24335thd8
12th+4Ability Score Improvement25365thd8
13th+5Calling feature26395thd10
14th+5-28426thd10
15th+5Enlightened Evasion29456thd10
16th+5Ability Score Improvement30486thd10
17th+6Sentinel Ideals (four manifestations)32517thd12
18th+6Calling feature33547thd12
19th+6Ability Score Improvement34577thd12
20th+6Center of the Force35607thd12
\n
\n
\n

Class Features

\n

As a Sentinel, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Sentinel level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

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

\n

Proficiencies

\n

Armor: Light armor

\n

Weapons: Simple vibroweapons, simple lightweapons, chakram, doubleblade, doublesaber, doubleshoto, doublesword, hidden blade, lightfoil, light ring, saberwhip, vibrorapier, vibrowhip

\n

Tools: One specialist's kit of your choice

\n

Saving Throws: Dexterity, Charisma

\n

Skills: Choose three from Acrobatics, Animal Handling, Insight, Intimidation, Perception, Persuasion, Piloting, Stealth, and Technology

\n

Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Sentinel1,000 + 3d4 x 100 cr
\n

Forcecasting

\n

Beginning at 1st level, In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 7 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the sentinel class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your sentinel level x 3, as shown in the Force Points column of the sentinel class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the sentinel class table.

\n

You may only cast force powers at 5th, 6th, and 7th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n

Led by the Force

\n

Also at 1st level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

\n

Force-Empowered Self

\n

Starting at 2nd level, your training allows you to harness the mystical energy of the Force throughout your body. When you hit a creature with a melee weapon attack, you can spend 1 force point to use a Force-Empowered Self effect. Each effect uses a d4, which changes as you gain sentinel levels, as shown in the Kinetic Combat column of the sentinel table. You have three such effects: Deflection, Double Strike, and Slow Time. You can only use each effect once per turn, and you can only use one effect per hit.

\n

Deflection

\n

You can roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.

\n

Double Strike

\n

You can roll a Kinetic Combat die and deal additional damage equal to the amount rolled.

\n

Slow Time

\n

You can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.

\n

Sentinel Ideals

\n

Also at 2nd level, you adopt ideals that exemplify your bond with the Force. You adopt two ideals of your choice, as detailed at the end of the class description. You adopt an additional ideal at 6th and 11th level. When you manifest your Sentinel Ideals, you choose which effect to create.

\n

You can manifest your ideals twice. You gain an additional use at 9th and 17th level. You regain all expended uses when you finish a long rest.

\n

Sentinel Calling

\n

When you reach 3rd level, you choose a sentinel calling, which is detailed at the end of the class description. Your calling grants you features at 3rd level and again at 7th, 13th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Battle Readiness

\n

Starting at 10th level, you have fully learned how to meld your physical self with the Force. When you take the Dodge or Disengage actions, or use your action to cast a force power, you can make one melee weapon attack as a bonus action.

\n

Enlightened Evasion

\n

When you reach 15th level, when you are subjected to a damage-dealing effect that forces you to make a saving throw, you can spend 2 force points to add your Wisdom or Charisma modifier (your choice, minimum of one) to the saving throw if doesn’t already include that modifier. If you do so, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can wait until after you roll the d20 to use this feature, but you must decide before the GM says whether the roll succeeds or fails.

\n

Center of the Force

\n

At 20th level, you are perfectly centered with the Force. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, once per turn, when you would roll a Kinetic Combat die, you can instead choose the maximum.

\n

Sentinel Ideals

\n

The ideals are presented in alphabetical order. You can’t benefit from a Sentinel Ideal option more than once, even if you later get to choose again.

\n

Ideal of the Agile

\n

You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.

\n

Ideal of the Artisan

\n

Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any check you make that doesn’t already include that modifier.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.

\n

Ideal of the Contender

\n

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.

\n

Ideal of the Fighter

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

\n

Ideal of the Hunter

\n

You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.

\n

Ideal of the Steadfast

\n

When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier + any bonuses to melee weapon attack rolls). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half the normal weapon damage, and when a creature rolls a 1 on the saving throw, they take damage as if suffering a critical hit.

\n

Ideal of the Titan

\n

You gain proficiency in medium armor.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

\n

Ideal of the Tranquil

\n

When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one).

\n

Ideal of the Vigorous

\n

When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

"},"className":{"value":"Sentinel"},"atFlavorText":{"value":"

Sentinel Callings

\n

Different sentinels select different callings, called Paths, to follow as they hone their powers. Your calling grants you features at 3rd, 7th, 13th, and 18th level.

\n

@Compendium[sw5e.archetypes.3GmBJl9h0FpyIKFg]{Path of Aggression}

\n

@Compendium[sw5e.archetypes.qlg4myujDRxt6FXB]{Path of Communion}

\n

@Compendium[sw5e.archetypes.9AQImD6JBpd9c1UK]{Path of the Corsair}

\n

@Compendium[sw5e.archetypes.pnWaHtbho4xgFpIU]{Path of Etherealness}

\n

@Compendium[sw5e.archetypes.xIgy4jaHPhmry1Ub]{Path of Focus}

\n

@Compendium[sw5e.archetypes.4afEpKVpPAUq3lMe]{Path of the Forceblade}

\n

@Compendium[sw5e.archetypes.X3FsoSbXFXkvJvZO]{Path of Shadows}

\n

@Compendium[sw5e.archetypes.tND6Q1akd5unb3jf]{Path of Synthesis}

\n

@Compendium[sw5e.archetypes.BtUr8K0noVfAE11J]{Path of Tenacity}

\n

@Compendium[sw5e.archetypes.VRfBQKAhumWExGiy]{Path of Witchcraft}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Abilities Charisma Proficiency"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Abilities Dexterity Proficiency"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightweapons","mode":"+","targetSpecific":false,"id":5,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"chakram","mode":"+","targetSpecific":false,"id":6,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doubleblade","mode":"+","targetSpecific":false,"id":7,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doublesaber","mode":"+","targetSpecific":false,"id":8,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doubleshoto","mode":"+","targetSpecific":false,"id":9,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doublesword","mode":"+","targetSpecific":false,"id":10,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"hidden blade","mode":"+","targetSpecific":false,"id":11,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"lightfoil","mode":"+","targetSpecific":false,"id":12,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"light ring","mode":"+","targetSpecific":false,"id":13,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"saberwhip","mode":"+","targetSpecific":false,"id":14,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrorapier","mode":"+","targetSpecific":false,"id":15,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrowhip","mode":"+","targetSpecific":false,"id":16,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[]}]}},"img":"modules/sw5e/packs/Icons/Classes/Sentinel.webp","effects":[]} -{"_id":"2femmWtRKWpl2VAl","name":"Operative","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A Bothan spy takes a moment to adjust her infrared goggles. Nimbly sidestepping the laser grid in the room, she slips to the computer at the far end. Counting down the seconds in her head, she slices the mainframe. Twenty seconds. Ten seconds. A handful of soldiers bursts into the room, but she is already gone—with the data in hand.

\n

With a wary eye on the door, a scruffy-looking Duros plays pazaak in a seedy cantina. When two city guards appear at the exit, he smiles and reaches under the table. Before they can move in, the smuggler flips the table and opens fire. The crowd scatters in panic, giving him just enough cover to escape.

\n

A gorgeous young human dances before an intoxicated senator in his parlor. She winks enticingly through her golden blonde hair as she sways closer. Leaning in for a kiss, the senator is instead surprised by the barrel of a hold-out blaster pistol shoved into his mouth. He has no time to shout before the assassin pulls the trigger.

\n

Operatives, whether good, bad, or neutral, are those who focus on a specific practice and utilize it to get the upper hand. They can come from any world or region in the galaxy, with origins from the lowliest scoundrel to the once social elite.

\n

Evading Danger

\n

Operatives have a knack for getting out of trouble. They have an instinct for self-preservation that keeps them alive, but it’s usually tempered with a need to experience the thrills that their profession has to offer, and many adventurous operatives are also saddled with a sense of honor that sometimes makes them go against their natural inclinations. No matter what their immediate concerns may be, survival is the name of the game.

\n

Outside the Law

\n

Operatives don’t often start out seeking to defy authority and break the law. Some are thrust into the profession as a means of rebellion. Others wind up on the wrong side of the law due to bad luck, poor decisions, or circumstances beyond their control. The skills they pick up along the way make them great members of any mission team.

\n

While creating your operative character, consider how you first started on your path. Maybe you were raised on the street and fell into the criminal element as a means of survival. You could be a simple trader who decided to strike against the Sith Empire when it encroached on your business. What would you say is your greatest skill set? What is your core, the truest essence about yourself that keeps you focused? Why would society treat you as a criminal, yet your allies hold you as a loyal companion?

\n

Quick Build

\n

You can make an operative quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Intelligence or Charisma. Second, choose the @Compendium[sw5e.backgrounds.IgvB3RMSetUpL1l0]{Gambler} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":4,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

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The Operative
LevelProficiency BonusFeaturesSneak AttackOperative Exploits
1st+2Expertise, Sneak Attack1d6-
2nd+2Cunning Action, Operative Exploits1d62
3rd+2Bad Feeling, Operative Practice2d62
4th+2Ability Score Improvement2d62
5th+3Uncanny Dodge3d62
6th+3Expertise3d62
7th+3Evasion4d63
8th+3Ability Score Improvement4d63
9th+4Practice feature5d63
10th+4Ability Score Improvement5d63
11th+4Reliable Talent6d63
12th+4Ability Score Improvement6d63
13th+5Practice feature7d64
14th+5Blindsense7d64
15th+5Slippery Mind8d64
16th+5Ability Score Improvement8d64
17th+6Practice feature9d65
18th+6Elusive9d65
19th+6Ability Score Improvement10d65
20th+6Stroke of Luck10d65
\n
\n
\n

Class Features

\n

As a Operative, you gain the following class features.

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Hit Points

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Hit Dice: 1d8 per Operative level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

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

\n

Proficiencies

\n

Armor: Light armor

\n

Weapons: Simple blasters, simple vibroweapons, blaster pistol, hidden blade, techblade, vibrorapier

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Tools: One specialist's kit of your choice

\n

Saving Throws: Dexterity, Intelligence

\n

Skills: Choose any four

\n

Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Operative7d4 x 100 cr
\n

Expertise

\n

Beginning at 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 6th level, you can choose two more of your proficiencies (in skills or tools) to gain this benefit.

\n

Sneak Attack

\n

Also at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

\n

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

\n

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the operative class table.

\n

Cunning Action

\n

At 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

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Operative Exploits

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Also at 2nd level, you’ve adopted two exploits, as detailed at the end of the class description. You adopt an additional exploit at 7th, 13th, and 17th level.

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Bad Feeling

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Starting at 3rd level, you have a wary eye, bordering on paranoia. When you roll for initiative, you can move up to your speed. This movement happens before the initiative order is determined.

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Once you've used this feature, you can't use it again until you finish a long rest.

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Operative Practice

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Also at 3rd level, you choose a practice that you emulate in the exercise of your operative abilities, which is detailed at the end of the class description. Your practice choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

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Ability Score Improvement

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When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Uncanny Dodge

\n

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

\n

Evasion

\n

Beginning at 7th level, when you are subjected to an effect, such as a consular's force storm or an engineer's explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

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Reliable Talent

\n

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

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Blindsense

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Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

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Slippery Mind

\n

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

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Elusive

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Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

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Stroke of Luck

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At 20th level, you have an uncanny knack for succeeding when you need to. Your Dexterity and Intelligence scores increase by 2. Your maximum for those scores increases by 2. Additionally, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

\n

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

\n

Operative Exploits

\n

The exploits are presented in alphabetical order. If an exploit has prerequisites, you must meet them to learn it. You can learn an exploit at the same time you meet its prerequisites.

\n

Commander’s Exploit

\n

You gain proficiency in medium armor.

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Explorer’s Exploit

\n

You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.

\n

Fate’s Exploit

\n

Prerequisite: 7th level
When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

\n

Fighter’s Exploit

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6. You can’t take a fighting Style option more than once, even if you later get to choose again.

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Freedom’s Exploit

\n

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n

Guerrilla’s Exploit

\n

You only need 4 hours of sleep to gain the benefit of a long rest.

\n

Additionally, you have advantage on saving throws against exhaustion.

\n

Learner’s Exploit

\n

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

\n

Mentor’s Exploit

\n

Prerequisite: 13th level
Once per turn, whenever both you and a friendly creature within 60 feet that can see and hear you both have to make a saving throw to resist the same effect, you can choose to have disadvantage on the save. If you do so, the friendly creature gains advantage on the save. You can use this feature before or after you both make the saving throw, but you must do so before the GM says whether the save succeeds or fails.

\n

Skill’s Exploit

\n

You learn an exploit that enhances your ability to apply your knowledge to combat situations. You can take this exploit multiple times.

\n

When you take the Attack action, you can use one of your skill exploits granted by this feature. You can use these features a combined number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Choose from the following. You must be proficient in the skill in order to take that skill’s exploit.

\n

Aim (Stealth). You attempt to line up a strike against a creature you can see that you are hidden from. Make a Dexterity (Stealth) check contested by the target’s Wisdom (Perception) check. If your check succeeds, you gain a +10 bonus to the first attack roll you make against the target before the end of your next turn. If your check fails, you are no longer hidden from the target.

\n

Angle (Perception). You attempt to predict the behavior of a humanoid you can see within 30 feet. Make a Wisdom (Perception) check contested by the target’s Dexterity (Sleight of Hand) check. If your check succeeds, the first attack roll the target makes before the start of your next turn has disadvantage, and the first saving throw the creature makes before the start of your next turn has disadvantage. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Battle Cry (Intimidation). You attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If the target was already frightened of you, it must immediately drop whatever it is holding. On its next turn, if it is still frightened of you, it must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Charm (Persuasion). You attempt to convince one humanoid you can see within 30 feet that can hear and understand you. Make a Charisma (Persuasion) check contested by the target’s Wisdom (Insight) check. If you have dealt damage to the creature in the last hour, it has advantage on the check. If your check succeeds, the target is charmed by you until the start of your next turn, and it has disadvantage on the first attack roll it makes against a creature before the end of its next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Confuse Beast (Animal Handling). You attempt to confuse one beast on the battlefield. Make a Wisdom (Animal Handling) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the beast cannot take actions or reactions until the end of your next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Distract (Performance). You attempt to distract one beast or humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Performance) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the next attack roll made against the target before the start of its next turn has advantage. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Emulate Predator (Nature). You attempt to emulate the sounds of a natural predator of a beast or plant you can see within 30 feet. Make an Intelligence (Nature) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Feint (Deception). You attempt to divert the attention of a target you can see within 30 feet. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the first attack roll made against the target before the start of your next turn by someone other than you has advantage, and the target has disadvantage on the first saving throw they make against an effect caused by a creature other than you before the start of your next turn. If your check fails, the target can’t be deceived by you in this way for 1 hour.

\n

Hacktivate (Technology). You attempt to determine the weaknesses in a droid you can see within 30 feet. Make an Intelligence (Technology) check contested by the target’s Intelligence (Technology) check. If your check succeeds, you have advantage on the next attack roll you make against the target before the end of your turn, and if you hit, you deal additional damage equal to your Intelligence modifier. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Instruct (Investigation). You attempt to find a weakness in your target. Make an Intelligence (Investigation) check contested by the target’s Charisma (Deception) check. If your check succeeds, if a friendly creature makes an attack roll against the target and they can see and hear you, you can use your reaction to grant them advantage on the roll. If you do so, and they hit, they deal additional damage equal to your bonus to Investigation checks. This damage is the same type as the attack’s damage. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Intuit (Insight). You attempt to determine the motivations of one humanoid you can see within 30 feet. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, the target can’t have advantage on ability checks, attack rolls, or saving throws against you until the end of your next turn. If your check fails, the target instead can’t have disadvantage on ability checks, attack rolls, or saving throws against you until the end of your next turn.

\n

Tumble (Acrobatics). You attempt to make a quick tumble, immediately moving 10 feet. If you begin or end this movement within a creature’s reach, make a Dexterity (Acrobatics) check contested by it’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, this movement does not provoke opportunity attacks from it, and you have advantage on the first attack roll you make against it before the end of your turn. If your check fails, you immediately fall prone.

\n

Pocket Sand (Sleight of Hand). You attempt to blind one beast or humanoid you can see within 15 feet of you. Make a Dexterity (Sleight of Hand) check contested by the target’s Wisdom (Perception) check. If your check succeeds, the target is blinded until the end of your turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Precision Strike (Medicine). You attempt to strike a pressure point in one humanoid within your reach. Make a Wisdom (Medicine) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, they are incapacitated until the end of their next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Snare (Survival). You attempt to cause a creature within 30 feet of you to stumble. Make a Wisdom (Survival) check contested by the target’s Wisdom (Perception) check. If your check succeeds, and the target moves towards you before the start of your next turn, it gains 1 slowed level, and you can use your reaction to cause it to fall prone. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Spin (Piloting). You attempt to confound a piloted construct you can see within 30 feet. Make an Intelligence (Piloting) check contested by the target’s Intelligence (Piloting) check. If your check succeeds, the target has disadvantage on attack rolls against you, and you have advantage on Dexterity saving throws against the target, until the start of your next turn. If your check fails, the target instead has advantage on attack rolls against you, and you have disadvantage on Dexterity saving throws against the target, until the start of your next turn.

\n

Study (Lore). You attempt to anticipate your target’s action. Make an Intelligence (Lore) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn. Alternatively, before the end of your next turn, you can use your reaction to grant disadvantage on the first ability check, attack roll, or saving throw the target makes against you. If your check fails, you instead have disadvantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn.

\n

Wrestle (Athletics). You attempt to grab and pin a creature within 5 feet of you with at least one free hand. The target must be no more than one size larger than you. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, the target is both grappled and restrained by you. If the target stops being grappled, it also stops being restrained. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Technologist’s Exploit

\n

Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points and without the use of a wristpad. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

\n

You can select this exploit multiple times. Each time you do so, you must choose a different power.

\n

Weaponmaster’s Exploit

\n

You gain proficiency in three blasters or vibroweapons that lack the heavy and strength properties.

\n

You can select this exploit multiple times. Each time you do so, you must choose different weapons.

"},"className":{"value":"Operative"},"atFlavorText":{"value":"

Operative Practices

\n

Operatives 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 operatives steer those talents in varying directions, embodied by the different operative practices. Your practice grants you features at 3rd, 9th, 13th, and 17th level.

\n

@Compendium[sw5e.archetypes.uKs4nEUZxYJ6iAd7]{Acquisitions Practice}

\n

@Compendium[sw5e.archetypes.xUUk8lINd1wpQrIh]{Beguiler Practice}

\n

@Compendium[sw5e.archetypes.KXH9dZsv2CAXAa6X]{Disabling Practice}

\n

@Compendium[sw5e.archetypes.HAbjFjbdRHO3mBss]{Gunslinger Practice}

\n

@Compendium[sw5e.archetypes.G1F7NBAvLma5Aot4]{Lethality Practice}

\n

@Compendium[sw5e.archetypes.owhXRBD1NnGWXdr6]{Performance Practice}

\n

@Compendium[sw5e.archetypes.A3MyNIRoyvE9fP64]{Ruffian Practice}

\n

@Compendium[sw5e.archetypes.lETcZuQWPZg3n2u0]{Saboteur Practice}

\n

@Compendium[sw5e.archetypes.TgUiU6MrAP7Xyj3H]{Sawbones Practice}

\n

@Compendium[sw5e.archetypes.RulD3rQZqDk5H0Pl]{Scrapper Practice}

\n

@Compendium[sw5e.archetypes.YByrgf4R9lfeVVBQ]{Sharpshooter Practice}

"}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/packs/Icons/Classes/Operative.webp","effects":[]} -{"_id":"MN79cDvuWQ2YGjNA","name":"Scout","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Rough and grizzled looking, a human stalks alone through the shadows of trees, hunting the quarry he knows is planning a raid on a nearby settlement. Clutching a techblade in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

\n

After tumbling away from the shrapnel of a missile’s explosion, a bothan finds her feet and quick-fires two shots from her carbine at the oncoming tank. Shrugging off the wave of fear that threatens to permeate her entire being, she strafes around her foe, firing shot after shot to try to penetrate the tank’s thick armor.

\n

Glancing at his wristpad, a sullustan looks through the eyes of his tracker droid. Transmitting instructions, he sends his droid to distract the houk he’s been tracking while he readies his sniper rifle for the shot.

\n

Scouts are the first on the trail and the last to lose it, tracking their quarry for miles unimpeded. They are adaptable, wielding both tech powers and their weaponry to overcome their foes.

\n

Deadly Hunters

\n

Warriors in their own right, scouts specialize in tracking and hunting the monsters that threaten civilization—humanoid raiders, rampaging beasts and monstrosities, terrible Force-wielders, and renegade droids. They learn to track their quarry as a predator does, moving stealthily through any terrain and hiding themselves in brush and rubble. Scouts focus their combat training on techniques that are particularly useful against their specific favored foes.

\n

Scouts acquire the ability to cast tech powers through utilization of a wristpad. Their powers, like their combat abilities, emphasize speed, stealth, and the hunt. A scout’s talents and abilities are honed with deadly focus on the grim task of protecting the civilization.

\n

Independent Adventurers

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Though a scout might make a living as a bounty hunter, a guide, or a tracker, a scout’s true calling is to defend civilization from the ravages of monsters and humanoid hordes that press in. In some places, scouts gather in secretive orders, though many scouts are independent almost to a fault, knowing that, when a rancor or a band of pirates attacks, a scout might be the first—and possibly the last—line of defense. This fierce independence makes scouts well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, scouts respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

\n

As you create your scout character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, tracking together until you mastered the scout's ways? Did you leave your apprenticeship, or was your mentor slain-perhaps by some kind of bestial monstrosity on which you've sworn revenge? Or perhaps you learned your skills as part of a band of mercenaries. What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

\n

Quick Build

\n

You can make a scout quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Intelligence. Second, choose the @Compendium[sw5e.backgrounds.wjFDb34eLfyjff1k]{Bounty Hunter} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
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The Scout
LevelProficiency BonusFeaturesRanger's QuarryTech Powers KnownTech PointsMax Power Level
1st+2Ranger's Quarry, Pathfinderd4---
2nd+2Techcasting, Fighting Styled4421st
3rd+2Scout Routine, Scout Techniqued4531st
4th+2Ability Score Improvementd4641st
5th+3Extra Attackd6752nd
6th+3Expertised6862nd
7th+3Technique feature, Scout Routine (two routines)d6972nd
8th+3Ability Score Improvementd61082nd
9th+4Scout Routine (15-foot radius)d81293rd
10th+4Commandod813103rd
11th+4Technique featured814113rd
12th+4Ability Score Improvementd815123rd
13th+5-d1016134th
14th+5Expertise, Combat Techd1017144th
15th+5Technique feature, Scout Routine (three routines)d1018154th
16th+5Ability Score Improvementd1019164th
17th+6Scout Routine (30-foot radius)d1220175th
18th+6Supreme Awarenessd1221185th
19th+6Ability Score Improvementd1222195th
20th+6Foe Slayerd1223205th
\n
\n
\n

Class Features

\n

As a Scout, you gain the following class features.

\n

Hit Points

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Hit Dice: 1d10 per Scout level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

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Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per scout level after 1st

\n

Proficiencies

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Armor: Light armor, medium armor

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Weapons: All blasters, all vibroweapons

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Tools: None

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Saving Throws: Strength, Dexterity

\n

Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Perception, Piloting, Stealth, Survival, and Technology

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Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Scout8d4 x 100 cr
\n

Ranger's Quarry

\n

Beginning at 1st level, you learn how to effectively read and track your prey. Once on each of your turns, you can choose a creature you can see within 120 feet and mark it as your quarry (no action required). For the next hour, you gain the following benefits:

\n\n

You can only have one creature marked in this way at a time. Beginning at 5th level, you can use your reaction to mark a creature when it enters your line of sight, provided it is within range of your Ranger’s Quarry.

\n

The duration increases to 8 hours at 9th level and 24 hours at 17th level.

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Pathfinder

\n

Also at 1st level, you are skilled at navigating the untamed wilds. You ignore difficult terrain, and when traveling for an hour or more, you gain the following benefits:

\n\n

Techcasting

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Beginning at 2nd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

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You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the scout class table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

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You have a number of tech points equal to your scout level, as shown in the Tech Points column of the scout class table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

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Max Power Level

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Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the scout class table.

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You may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

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Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus +your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus +your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n

Fighting Style

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Also at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

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Scout Routine

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Beginning at 3rd level, you’ve developed one routine, as detailed at the end of the class description. You develop an additional routine at 7th and 15th level.

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Scout Technique

\n

Also at 3rd level, you choose to focus on a specific scout technique, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

\n

Ability Score Improvement

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When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

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Extra Attack

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Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

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Expertise

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At 6th level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

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At 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

\n

Commando

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Starting at 10th level, you can take the Dash and Hide actions as a bonus action on each of your turns. Additionally, you can remain perfectly still for long periods of time to set up ambushes.

\n

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

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If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

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Additionally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.

\n

Combat Tech

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At 14th level, when you use your action to cast a tech power, you can make one weapon attack as a bonus action.

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Supreme Awareness

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At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

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You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

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Foe Slayer

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At 20th level, you become an unparalleled hunter. Your Strength or Dexterity score increases by 2, and your Intelligence score increases by 2. Your maximum for those scores increases by 2.

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Additionally, once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll but before any effects of the roll are applied.

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Scout Routines

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The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.

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At 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet.

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Adaptability Routine

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At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Maven’s Routine

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At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

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Mesmer’s Routine

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At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Nomad’s Routine

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At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

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Responder’s Routine

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When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

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Sharpshooter’s Routine

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At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

\n

Strider’s Routine

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At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Warden’s Routine

\n

At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

"},"className":{"value":"Scout"},"atFlavorText":{"value":"

Scout Techniques

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Scouts tend to share knowledge amongst themselves, focusing on specific techniques and honing them to perfection. Your technique grants you features at 3rd, 7th, 11th, and 15th level.

\n

@Compendium[sw5e.archetypes.sgoAH5OjfxsXf2fp]{Artillerist Technique}

\n

@Compendium[sw5e.archetypes.hJfD06NmantavchV]{Bulwark Technique}

\n

@Compendium[sw5e.archetypes.ZDNCB88TzeMFGY6i]{Deadeye Technique}

\n

@Compendium[sw5e.archetypes.Ls55Gc4qha7Muacz]{Hunter Technique}

\n

@Compendium[sw5e.archetypes.174qCi5FWBd5LDP0]{Illusionist Technique}

\n

@Compendium[sw5e.archetypes.BEMJgPn6JKghk2zh]{Inquisitor Technique}

\n

@Compendium[sw5e.archetypes.EOnRnPaACPP1vRTQ]{Mastermind Technique}

\n

@Compendium[sw5e.archetypes.xAObT0H9SNxYOQh2]{Predator Technique}

\n

@Compendium[sw5e.archetypes.EEBl6B5YPcztiGRm]{Slayer Technique}

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@Compendium[sw5e.archetypes.EipqN28Px01dBfmH]{Stalker Technique}

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@Compendium[sw5e.archetypes.np8PlkH43bFHGOjq]{Teleportation Technique}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":3,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Abilities Dexterity Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[]}]}},"img":"modules/sw5e/packs/Icons/Classes/Scout.webp","effects":[]} -{"_id":"O414X0HamnCKpEF5","name":"Consular","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A twi’lek in black robes steps on a terrified rodian, who scampers away on the ground. Lightning sparks from his fingers, illuminating his red and black tattoos. The rodian’s pleas for mercy fall on deaf ears as the Sith channels his lightning into his failed apprentice, leaving nothing but a charred husk behind.

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Sitting cross-legged on a dense patch of grass, a miraluka mystic meditates on the Force. With every breath, the trees sway with a rhythmic breeze. Though she lacks simple vision, she can see the Force as it moves everything around her.

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A drably-robed human focuses inward, channeling the Force into the ground around him. Slowly, all the debris within arms reach rises into the air around him; with a flick of his wrist, he clears the air, sending his projectiles to pound on the approaching tank.

\n

Consulars are the supreme wielders of the Force, defined and united by the powers they cast. Drawing on the omnipresent Force that permeates the universe, consulars cast powers of rejuvenating healing and destructive lightning, draining life-force and manipulating minds; the most powerful with the Force can even experience brief glimpses of the future.

\n

Strong with the Force

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Refraining from drawing their lightsabers except as a measure of last resort, consulars spend a great deal of time studying the mysteries of the Force. Their knowledge allows them to channel the Force to greater heights, unlocking unrivaled power, and twisting those powers to greater effect.

\n

Sage or Sorcerer

\n

Consulars who follow the light side of the Force, using their powers to better their communities and people, are often called sages, while consulars who fall to the dark side and subjugate or cast aside all in their path are commonly called sorcerers. Alternatively, they may tend toward the middle, refraining from politics and war, spending their time in isolation and study.

\n

While creating your consular, consider your personal philosophy in regards to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Perhaps you were ostracized from your primitive village out of superstition or jealousy. You may have been brutally trained from a young age in the dark side, fueling your innate thirst for power, or perhaps you were trained as a padawan in one of the Jedi temples. How do you treat strangers, and how do they treat you once they know your abilities? What was your family like, or what did you have instead of a family? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a consular quickly by following these suggestions. First, make Wisdom or Charisma your highest ability score, followed by Dexterity. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

","chat":"","unidentified":""},"levelsTable":{"value":"
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Force Recovery841st
2nd+2Force-Empowered Casting, Force Shield981st
3rd+2Consular Tradition, Hidden Force11122nd
4th+2Ability Score Improvement12162nd
5th+3-14203rd
6th+3Tradition feature15243rd
7th+3-17284th
8th+3Ability Score Improvement18324th
9th+4-20365th
10th+4Tradition feature21405th
11th+4-23446th
12th+4Ability Score Improvement24486th
13th+5-26527th
14th+5Tradition feature27567th
15th+5-29608th
16th+5Ability Score Improvement30648th
17th+6-32689th
18th+6Tradition feature33729th
19th+6Ability Score Improvement34769th
20th+6One with the Force35809th
"},"source":"PHB","levels":1,"subclass":"","hitDice":"d6","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
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The Consular
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Force Recovery841st
2nd+2Force-Empowered Casting, Force Shield981st
3rd+2Consular Tradition, Hidden Force11122nd
4th+2Ability Score Improvement12162nd
5th+3-14203rd
6th+3Tradition feature15243rd
7th+3-17284th
8th+3Ability Score Improvement18324th
9th+4-20365th
10th+4Tradition feature21405th
11th+4-23446th
12th+4Ability Score Improvement24486th
13th+5-26527th
14th+5Tradition feature27567th
15th+5-29608th
16th+5Ability Score Improvement30648th
17th+6-32689th
18th+6Tradition feature33729th
19th+6Ability Score Improvement34769th
20th+6One with the Force35809th
\n
\n
\n

Class Features

\n

As a Consular, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d6 per Consular level

\n

Hit Points at 1st Level: 6 + your Constitution modifier

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

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple lightweapons, simple vibroweapons

\n

Tools: None

\n

Saving Throws: Wisdom, Charisma

\n

Skills: Choose two from Deception, Insight, Intimidation, Investigation, Lore, Medicine, and Persuasion.

\n

Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Consular5d4 x 100 cr
\n

 

\n

Forcecasting

\n

In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 8 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the consular class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

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Force Points

\n

You have a number of force points equal to your consular level x 4, as shown in the Force Points column of the consular class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the consular class table.

\n

You may only cast force powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n

Force Recovery

\n

Also at 1st level, you have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of force points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again.

\n

Force-Empowered Casting

\n

At 2nd level, you gain the ability to twist your powers to suit your needs. When you cast a force power, you can expend additional force points to modify the power. You gain two of the following Empowerment options of your choice. You gain another one at 10th and 17th level.

\n

You can use only one Empowerment option on a power when you cast it, unless otherwise noted.

\n

Careful Power

\n

When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

\n

Distant Power

\n

When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.

\n

When you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.

\n

Extended Power

\n

When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.

\n

Heightened Power

\n

When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

\n

Improved Power

\n

When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.

\n

You can use Improved Power even if you have already used a different Empowerment option during the casting of the power.

\n

Lingering Power

\n

When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

\n

Pinpoint Power

\n

When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

\n

Quickened Power

\n

When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

\n

Refocused Power

\n

When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw. You can use this option even if you have already used a different Empowerment option during the casting of the power.

\n

Twinned Power

\n

When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

\n

Force Shield

\n

Also at 2nd level, you learn how to defend yourself purely through your strength with the Force. When you are hit by an attack, you can use your reaction to shroud yourself in Force energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice, a minimum of +1). This includes the triggering attack.

\n

You can use this feature twice. You gain an additional use at 5th, 11th, and 17th level in this class. You regain all expended uses when you finish a long rest.

\n

Consular Tradition

\n

When you reach 3rd level, you choose a consular tradition, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.

\n

Hidden Force

\n

Also at 3rd level, you learn how to conceal the casting of your force powers. When you cast a force power, you can choose to conceal the presence of that casting from others. A creature that sees you cast the force power can make an Investigation (Intelligence) check against your universal force save DC. On a success, they can determine that you used the Force in some way. If a creature has the force sight force power active, they automatically succeed on this check. A creature that can not see you automatically fails this check.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

One with the Force

\n

At 20th level, your attunement to the Force is absolute. Your Wisdom or Charisma score increases by 4, and your maximum for this score increases by 4. Additionally, you gain mastery over a single force power, and can cast it with little effort. Choose one 3rd-level force power that you know as your signature power. You can cast it once at 3rd level without expending force points. When you do so, you can’t do so again until you finish a short or long rest.

\n

If you want to cast it at a higher level, you must expend force points as normal.

"},"className":{"value":"Consular"},"atFlavorText":{"value":"

Consular Traditions

\n

Different consulars select different traditions, called Ways, to follow as they hone their powers. Your tradition grants you features at 3rd, 6th, 10th, 14th, and 18th level.

\n

@Compendium[sw5e.archetypes.kqAxtz1x4ydhppPG]{Way of Balance}

\n

@Compendium[sw5e.archetypes.Lz0gdQ5ou3k5E7Fo]{Way of Confluence}

\n

@Compendium[sw5e.archetypes.Y1JjyA1CuOSRCjAb]{Way of Endurance}

\n

@Compendium[sw5e.archetypes.e1tObWwWnq5gt9zE]{Way of Lightning}

\n

@Compendium[sw5e.archetypes.q208WP2Lacp7dG6v]{Way of Manipulation}

\n

@Compendium[sw5e.archetypes.6JrXY2jDqQiuuUGq]{Way of Negation}

\n

@Compendium[sw5e.archetypes.Wdi8eckrcxpxQL3p]{Way of Suggestion}

\n

@Compendium[sw5e.archetypes.r7BKY5yWig2vhW5i]{Way of Telekinetics}

\n

@Compendium[sw5e.archetypes.FLN1Vqb53UECBMVu]{Way of the Sage}

\n

@Compendium[sw5e.archetypes.12fYGPcLSITUYHMK]{Way of the Seer}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightweapons","mode":"+","targetSpecific":false,"id":1,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Abilities Charisma Proficiency"},{"modSpecKey":"data.abilities.wis.proficient","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[]}]}},"img":"modules/sw5e/packs/Icons/Classes/Consular.webp","effects":[]} -{"_id":"Q14Bi1e8iFPQYbpz","name":"Berserker","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A massive wookiee hunter prowls through the forest, hefting his vibroaxe. With a roar he charges at the pair of trandoshans who dared poach his kin.

\n

A gamorrean snarls at the latest challenger to his authority over their savage tribe, ready to break his neck with his bare hands as he did to the last six rivals.

\n

Frothing at the mouth, a nikto slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.

\n

These berserkers, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For every berserker, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

\n

Primal Instinct

\n

People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a berserker, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature, keen instincts, primal physicality, and ferocious rage. Berserkers are uncomfortable when hedged in by walls and crowds. They thrive where the civilized don't.

\n

Berserkers come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A berserker can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.

\n

A Life of Danger

\n

Not every person deemed \"berserker\" by scions of civilized society has the berserker class. A true berserker among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Berserkers charge headlong into that danger so that their people don't have to.

\n

Their courage in the face of danger makes berserkers perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a berserker. Some berserkers miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.

\n

Creating a Berzerker

\n

When creating a berserker character, think about where your character comes from and his or her place in the world. Talk with your GM about an appropriate origin for your berserker. Did you come from a remote planet, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where berserkers are common?

\n

What led you to take up the adventuring life? Were you lured to settled planets by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to \"civilized\" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority?

\n

Quick Build

\n

You can make a berserker quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the @Compendium[sw5e.backgrounds.1auJD75qZvgEEUdq]{Mercenary} background.

","chat":"","unidentified":""},"levelsTable":{"value":"
LevelProficiency BonusFeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Berserker Approach3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path Feature4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path Feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4
"},"source":"PHB","levels":1,"subclass":"","hitDice":"d12","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":"
AUGMENTED APPROACH

\n

The Augmented Approach is for those who seek to increase their prowess through cybernetic enhancement. Some who take this path go so far they are left with little more than the memory of the body they once owned, all to achieve in combat what they cannot with a body made of flesh and bone.

\n

Basic Cybernetics

\n

When you choose this approach at 3rd level, you learn the mending and analyse tech powers and can cast them without the use of a wristpad or spending tech points. You can cast analyse this way a number of times equal to your Constitution modifier (minimum of one). You regain all expended uses when you complete a long rest.

\n

Overdrive Enhancement

\n

Also at 3rd level, you gain a cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 100 credits and takes 8 hours.

\n

Dermal Armor

\n

While raging you have resistance to all damage except psychic damage.

\n

Morbid Protrusions

\n

While raging, your unarmed strike deals 1d4 + Strength modifier kinetic damage and when you take the Attack action and attack with a melee weapon or unarmed strike, you can use a bonus action to make an unarmed attack. \\r\\n\\r\\nThis unarmed attack die increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.\\r\\n\\r\\n#### Pressurised Limbs\\r\\nWhile raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Consitution modifier (minimum of one). You regain all expended uses when you complete a long rest.\\r\\n\\r\\n#### Twitchlock Actuators\\r\\nWhile you're raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.\\r\\n\\r\\n### Support Enhancement\\r\\nAt 6th level you gain an additional cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 600 credits and takes 8 hours.\\r\\n\\r\\n#### Body Sculpting\\r\\nYou gain proficiency in two skills of your choice from Athletics, Acrobatics, Stealth, and Sleight of Hand.\\r\\n\\r\\n#### Holdout Cavity\\r\\nYou have a shielded compartment built into your body that can be used to store and hide a light weapon or item of similar size.\\r\\n\\r\\n#### Krykna Anchors\\r\\nYou gain a climbing speed equal to your movement speed.\\r\\n\\r\\n#### Panspectral Optics\\r\\nYou can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.\\r\\n\\r\\n#### Support Structure\\r\\nYour carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.\\r\\n\\r\\n### More Machine than Man\\r\\nStarting at 10th level, your cybernetics allow you to become immune to poison and disease. Additionally, you ignore unenhanced difficult terrain.\\r\\n\\r\\n### Final Enhancement\\r\\nAt 14th level you gain a final cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 2000 credits and takes 8 hours.\\r\\n\\r\\n#### Holoskin Emitters\\r\\nWhile you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.\\r\\n\\r\\n#### Hydraulic Overrides\\r\\nWhile you're raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.\\r\\n\\r\\n#### Integrated Boosters\\r\\nWhile raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\\r\\n\\r\\n#### Ysalamir Capacitor Mesh\\r\\nWhen you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power's caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Berserker
LevelProficiency BonusFeaturesRagesRage DamageBerserker Instincts
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Berserker Instincts2+22
3rd+2Danger Sense, Berserker Approach3+22
4th+2Ability Score Improvement3+22
5th+3Extra Attack, Fast Movement3+22
6th+3Path feature4+22
7th+3Feral Impulse4+23
8th+3Ability Score Improvement4+23
9th+4Brutal Critical (1 die)4+33
10th+4Path Feature4+33
11th+4Relentless Rage4+33
12th+4Ability Score Improvement5+33
13th+5Brutal Critical (2 dice)5+34
14th+5Path Feature5+34
15th+5Persistent Rage5+34
16th+5Ability Score Improvement5+44
17th+6Brutal Critical (3 dice)6+45
18th+6Indomitable Might6+45
19th+6Ability Score Improvement6+45
20th+6Primal ChampionUnlimited+45
\n
\n
\n

 

\n

Class Features

\n

As a Berserker, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d12 per Berserker level

\n

Hit Points at 1st Level: 12 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per berserker level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All vibroweapons, simple blasters

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

\n

Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealthusing the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Berserker5d4 x 100 cr
\n


Rage

\n

Beginning at 1st level, in battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action, if you aren't wearing heavy armor.

\n

While raging, you gain the following benefits:

\n\n

If you are able to cast powers, you can't cast them or concentrate on them while raging.

\n

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

\n

Once you have raged the number of times shown for your berserker level in the Rages column of the Berserker table, you must finish a long rest before you can rage again.

\n

Unarmored Defense

\n

Also at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

\n

Reckless Attack

\n

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

\n

Berserker Instincts

\n

Also at 2nd level, you've honed two instincts, as detailed at the end of the class description. You hone an additional instinct at 7th, 13th, and 17th level.

\n

Danger Sense

\n

At 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

\n

You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can't be blinded, deafened, or incapacitated.

\n

Berserker Approach

\n

Also at 3rd level, you choose an approach that shapes the nature of your rage which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Feral Impulse

\n

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

Additionally, if you are surprised at the start of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

\n

Brutal Critical

\n

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

\n

Relentless Rage

\n

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

\n

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

\n

Persistent Rage

\n

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

\n

Indomitable Might

\n

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

\n

Primal Champion

\n

At 20th level, you embody the power of the wilds. Your Strength or Dexterity score increases by 2, and your Consitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action.

\n

Berserker Instincts

\n

The instincts are presented in alphabetical order. If an instinct has prerequisites, you must meet them to learn it. You can learn an instinct at the same time you meet its prerequisites.

\n

Acklay’s Instinct

\n

While raging, you have advantage on Constitution saving throws.

\n

Bantha’s Instinct

\n

Prerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

\n

Blurrg’s Instinct

\n

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated.

\n

Boggdo’s Instinct

\n

Prerequisite: 13th level
While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

\n

Chirodactyl’s Instinct

\n

Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren’t deafened.

\n

Dewback’s Instinct

\n

Choose three damage types. While raging, you have resistance to the chosen damage types.

\n

Fighter’s Instinct

\n

You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n

Fyrnock’s Instinct

\n

While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n

Hawk’s Instinct

\n

Prerequisite: 7th level
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

\n

Katarn’s Instinct

\n

You gain a climbing speed equal to your movement speed.

\n

Llothcat’s Instinct

\n

While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.

\n

Predator’s Instinct

\n

Your speed increases by 10 feet.

\n

Rancor’s Instinct

\n

Prerequisite: 13th level
While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

\n

Tactician’s Instinct

\n

When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

\n

Tracker’s Instinct

\n

Prerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

\n

Terentatek’s Instinct

\n

Prerequisite: 13th level
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

\n

Varactyl’s Instinct

\n

Prerequisite: 13th level
While raging, you have advantage Dexterity checks, your attack rolls can’t suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

"},"className":{"value":"Berzerker"},"atFlavorText":{"value":"

Berserker Approaches

\n

For berserkers, rage is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Your approach grants you features at 3rd, 6th, 10th, and 14th level.

\n

@Compendium[sw5e.archetypes.PCwepUZqHYlxr4T3]{Addicted Approach}

\n

@Compendium[sw5e.archetypes.hlZPMF7NjGemaw66]{Ballistic Approach}

\n

@Compendium[sw5e.archetypes.cjI8o9tAfKsuSGAP]{Bloodstorm Approach}

\n

@Compendium[sw5e.archetypes.XxG8t5Tr9agbjytr]{Brawling Approach}

\n

@Compendium[sw5e.archetypes.bBMsNrnCUOXGfb0h]{Cyclone Approach}

\n

@Compendium[sw5e.archetypes.4zUolY92dTrk3e5B]{Frenzied Approach}

\n

@Compendium[sw5e.archetypes.jEXfkSLXZvy0BQG7]{Industrial Approach}

\n

@Compendium[sw5e.archetypes.QRwypM2cIYxW0NVN]{Juggernaut Approach}

\n

@Compendium[sw5e.archetypes.Fo2ZNwCWXfWuDJji]{Marauder Approach}

\n

@Compendium[sw5e.archetypes.q4cqalPyT4rkroVr]{Precision Approach}

\n

@Compendium[sw5e.archetypes.pSIVnxwvRlyNoFM4]{Warchief Approach}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":4,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"modules/sw5e/packs/Icons/Classes/Berserker.webp","effects":[]} -{"_id":"X7aZfupQsjnLVS8D","name":"Guardian","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A dark-skinned human quickly runs down a corridor, the metal armor under his grey cloak clanking with each step. He rounds the corner into the prison while the lights and power are still out, urging the weakened prisoners to escape. Just then a handful of slavers arrive and ready their blasters. The man draws and ignites a white-bladed lightsaber, ready to die for the strangers behind him.

\n

A sith pureblood, clad head to toe in black and red armor, charges towards a line of soldiers. Shot after shot deflects off his armor until he reaches his prey, where he unleashes his fury in a series of devastating lightsaber sweeps.

\n

A zabrak general dramatically leaps to his soon-to-be overrun squad, landing with a flurry of lightsaber attacks. At the arrival of this powerful Jedi, the attackers fall back.

\n

Guardians are the master of the art of lightsaber combat. They focus on utilizing the everpresent power of the Force to enable devastating attacks, often single-handedly turning the tide of battle.

\n

Protector or Destroyer

\n

An unstoppable agent of the Force, the guardian channels the power flowing through him into his weapons. Their skills with a lightsaber are unrivalled. Subduing their enemies and bolstering their allies, the guardian uses the Force to control what happens around them.

\n

Natural Leaders

\n

The guardian’s command of the Force lends them a powerful presence. Whether through fear and intimidation or respect and admiration, the guardian is one of the greatest generals on the battlefield. They are a symbol of power to their followers.

\n

While creating your guardian, consider your attraction to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Are you a soldier tapping into a latent Force-sensitivity? Were you trained in the force from a young age, or did you discover it as an adult? How do you treat those weaker than you? What was your family like? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a guardian quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":""},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
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The Guardian
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power LevelFocused Strikes
1st+2Forcecasting, Channel the Force521st-
2nd+2Force-Empowered Strikes, Fighting Style741st2d8
3rd+2Guardian Aura, Guardian Focus961st2d8
4th+2Ability Score Improvement1081st2d8
5th+3Extra Attack12102nd3d8
6th+3Force Purity13122nd3d8
7th+3Focus feature14142nd3d8
8th+3Ability Score Improvement15162nd3d8
9th+4Guardian Aura (15-foot radius)17183rd4d8
10th+4Guardian Aura (two auras)18203rd4d8
11th+4Improved Force-Empowered Strikes19223rd4d8
12th+4Ability Score Improvement20243rd4d8
13th+5-22264th5d8
14th+5Cleansing Touch23284th5d8
15th+5Focus feature24304th5d8
16th+5Ability Score Improvement25324th5d8
17th+6Guardian Aura (30-foot radius)27345th6d8
18th+6Guardian Aura (three auras)28365th6d8
19th+6Ability Score Improvement29385th6d8
20th+6Focus feature30405th6d8
\n
\n
\n

Class Features

\n

As a Guardian, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Guardian level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per guardian level after 1st.

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All lightweapons, all vibroweapons

\n

Tools: None

\n

Saving Throws: Constitution, Charisma

\n

Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Lore, Perception, Persuasion, and Piloting

\n

Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Guardian8d4 x 100 cr
\n

 

\n
\n

Forcecasting

\n

Beginning at 1st level, in your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 5 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the guardian table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your guardian level x 2, as shown in the Force Points column of the guardian table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the guardian table.

\n

You may only cast force powers at 5th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n

Channel the Force

\n

You know how to channel the Force to create a unique effect. You start with your choice from two such effects: Cause Harm and Lend Aid. At 3rd level, your Guardian Focus grants you an additional effect. When you use your Channel the Force, you choose which effect to create.

\n

Some Channel the Force effects require saving throws. When you use such an effect from this class, the DC equals your universal force save DC.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Cause Harm

\n

As an action, you can expend a use of your Channel the Force to sap the life from a hostile creature you can see within 60 feet. That creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your guardian level + your Charisma modifier (minimum of one), or half as much on a successful one.

\n

Lend Aid

\n

As a bonus action, you can expend a use of your Channel the Force and touch a beast or humanoid within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of one). Alternatively, if the beast or humanoid is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

Force-Empowered Strikes

\n

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

\n

Fighting Style

\n

Also at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

\n

Guardian Aura

\n

When you reach 3rd level, you gain an aura of your choice, as detailed at the end of the class description. You gain an additional aura at 10th and 18th level.

\n

Guardian Focus

\n

Also at 3rd level, you begin to focus your studies on a specific lightsaber form, which is detailed at the end of the class description. Your focus grants you features at 3rd level and again at 7th, 15th, and 20th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Force Purity

\n

By 6th level, the Force flowing through you makes you immune to poison and disease.

\n

Improved Force-Empowered Strikes

\n

By 11th level, you are so in tune with the Force that all your melee weapon strikes carry the power of the Force with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Strikes with an attack, you add this damage to the extra damage of your Force-Empowered Strikes. The damage is the same type as the weapon's damage.

\n

Cleansing Touch

\n

Beginning at 14th level, you can use your action and expend a use of your Channel the Force ability to end one force power on yourself or on one willing creature that you touch.

\n

Guardian Auras

\n

The auras are presented in alphabetical order. If multiple guardians grant the same aura, affected creatures can only benefit from it once. You must be conscious to grant the benefits of your auras.

\n

At 9th level, the range of these auras increases to 15 feet, and at 17th level, the range of these auras increases to 30 feet.

\n

Aura of Conquest

\n

Whenever a creature who is frightened of you starts its turn within 5 feet of you, its speed is reduced to 0 and that creature takes psychic damage equal to half your guardian level.

\n

Aura of Conviction

\n

You and friendly creatures within 5 feet of you have advantage on saving throws against effects that would cause you to be charmed or frightened.

\n

Aura of Hatred

\n

You and friendly creatures within 5 feet of you gain a bonus to the first melee weapon damage rolls you make each round equal to your Charisma modifier (minimum of +1).

\n

Aura of Presence

\n

Whenever you or a friendly creature within 5 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (minimum of +1).

\n

Aura of Protection

\n

Whenever a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

\n

Aura of Vigor

\n

Whenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).

\n

Aura of Warding

\n

You and friendly creatures within 5 feet of you have resistance to damage from force powers.

\n
"},"className":{"value":"Guardian"},"atFlavorText":{"value":"

Guardian Foci

\n

Different guardians focus on different lightsaber styles, called Forms, as they hone their powers. Your focus grants you features at 3rd, 7th, 15th, and 20th level.

\n

@Compendium[sw5e.archetypes.cROcc25Zj1MT6Yf6]{Form I: Shii-Cho}

\n

@Compendium[sw5e.archetypes.rW7zqxiNXePBLnui]{Form II: Makashi}

\n

@Compendium[sw5e.archetypes.ECxUMB1p8nu6WAGL]{Form III: Soresu}

\n

@Compendium[sw5e.archetypes.9Hva27QHj2ruQXTA]{Form IV: Ataru}

\n

@Compendium[sw5e.archetypes.i0AaMWBnSREQdQsg]{Form V: Shien/Djem So}

\n

@Compendium[sw5e.archetypes.w1XQ5LzJNpk6PT0F]{Form VI: Niman}

\n

@Compendium[sw5e.archetypes.3yOiMsM439IfwEBm]{Form VII: Juyo/Vapaad}

\n

@Compendium[sw5e.archetypes.t5LS6epj3270S38n]{Form VIII: Sokan}

\n

@Compendium[sw5e.archetypes.ucmQpCjxdEN6tpxD]{Form IX: Tràkata}

\n

@Compendium[sw5e.archetypes.pr7Xe82MOaof0IXj]{Form X: Jar'Kai}

\n

@Compendium[sw5e.archetypes.VXmVX5a3ac4kKAIT]{Ysannanite Form}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all lightweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"modules/sw5e/packs/Icons/Classes/Guardian.webp","effects":[]} -{"_id":"XZhWixwwCdFfnhoT","name":"Engineer","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Flinching occasionally as a blaster bolt hits the nearby bulkhead, a Sullustan mechanic quickly solders a large wire. He peers through his tinted goggles, ignoring the shouts of his ship captain as the enemy descends on the hanger. Finally he shouts with pride as the repaired coupling powers up, causing the frigate to hum with energy. He gathers his tools and runs into the ship moments before it finally takes off.

\n

Inside, the human captain jumps into the cockpit. She nods to her droid co-pilot, who quickly begins charting a course home. Before the calculations can be completed, enemy Starfighters scream in from the clouds. The pilot rolls the ship, nimbly evading incoming fire. She reroutes the power to shields, leaving just enough for astronavigation. Just as the energy reserves near depletion, the exosphere and stars beyond blur into streaks of light. In a flash, they warp to safety.

\n

A Cerean officer surveys the battlefield, looking for weaknesses. When he identifies a potential problem, he keys in a quick combination in his wristpad. In a blink, a custom suit of armor assembles itself around him. As the helmet locks into place, the officer leaps into the air, flying overhead and raining destruction on the opposition.

\n

Every machine needs an engineer to run it, and a living crew is no different. Engineers are the experts and professionals who rely on skill, bravery, and their tools to survive and keep others alive. While they do not claim to be fighters, their mere presence can turn the tide of battle or simply keep operations running.

\n

Behind the Curtain

\n

While perhaps not as intimidating as a heavily-armored trooper, or as exotic as a lighsaber-wielding guardian, engineers are no less vital to group dynamic. They are armorers and gunsmiths, electricians and welders, or any other facet to be found in facilities across the galaxy. Their work, often unsung, is what keeps starships (and their crew) intact.

\n

Unflappable

\n

It takes bravery for a soldier to enter a battlefield. It perhaps takes more for someone who is unarmed, and untrained in combat, to do the same. Engineers put their lives on the line for a living, whether by choice or acknowledging their plights as an occupational hazard. Whether they come from an elite training academy or learned their talents surviving in the slums, they are no strangers to danger and conflict.

\n

While creating your engineer character, consider what your primary skill set is and how you use it. You could be a street-smart mechanic who taught yourself how to fix swoop bikes as a teenager. Perhaps you are the recent graduate of an esteemed medical college, or a rookie pilot in the fledgling Rebel Alliance. What is the number one skill you are known for? Why are you willing to enter battles when you have no combat training? How do you view the more adventurous members of your group, and how do they see you and your role?

\n

Quick Build

\n

You can make an engineer quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Constitution. Second, choose the @Compendium[sw5e.backgrounds.zjfwlWucPUtTTuQo]{Scientist} background.

","chat":"","unidentified":""},"levelsTable":{"value":"\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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 BonusFeaturesTech Powers KnownTech PointsMax Power LevelModification Slots
1+2Techcasting, Potent Aptitude (d6)621st-
2+2Infuse Item, Tool Expertise741st-
3+2Engineering Discipline962nd4
4+2Ability Score Improvement1082nd4
5+3Potent Aptitude (d8), Quick Thinking11103rd5
6+3Engineering Discipline feature12123rd5
7+3-13144th5
8+3Ability Score Improvement14164th6
9+4-15185th6
10+4Potent Aptitude (d10)16205th6
11+4-17226th7
12+4Ability Score Improvement18246th7
13+5-19267th7
14+5Engineering Discipline feature20287th8
15+5Potent Aptitude (d12)21308th8
16+5Ability Score Improvement22328th8
17+6-23349th9
18+6Engineering Discipline feature24369th9
19+6Ability Score Improvement25389th9
20+6Tech Mastery26409th9
"},"source":"PHB","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","damage":{"parts":[]},"attributes":{"spelldc":10},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Engineer
LevelProficiency BonusFeaturesTech Powers KnownTech PointsMax Power LevelPotent AptitudeModification Slots
1+2Techcasting, Potent Aptitude 621std4-
2+2Infuse Item (+1), Tool Expertise741std4-
3+2Engineering Discipline962ndd44
4+2Ability Score Improvement1082ndd44
5+3Quick Thinking12103rdd65
6+3Engineering Discipline feature13123rdd65
7+3-15144thd65
8+3Ability Score Improvement16164thd65
9+4-18185thd86
10+4Infuse Item (+2)19205thd86
11+4-21226thd87
12+4Ability Score Improvement22246thd87
13+5-23267thd108
14+5Engineering Discipline feature24287thd108
15+5Infuse Item (+3)25308thd108
16+5Ability Score Improvement26328thd108
17+6-27349thd129
18+6Engineering Discipline feature28369thd129
19+6Ability Score Improvement29389thd129
20+6Tech Mastery30409thd129
\n
\n
\n

Class Features

\n

As a Engineer, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Engineer level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

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

\n

Proficiencies

\n
Armor: Light armor\n

Weapons: Simple blasters, simple vibroweapons

\n

Tools: Tinker's tools, and one of your choice

\n

Saving Throws: Constitution, Intelligence

\n

Skills: Choose three from Investigation, Lore, Medicine, Nature, Piloting, and Technology

\n

Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Engineer6d4 x 100 cr
\n
\n

Techcasting

\n

Beginning at 1st level, during your training you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 6 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the engineer table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to your engineer level x 2, as shown in the Tech Points column of the engineer table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the engineer class table.

\n

You may only cast tech powers at 6th, 7th, 8th, and 9th level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) or your tool proficiencies granted by this class as a techcasting focus for your tech powers.

\n

Potent Aptitude

\n

Also at 1st level, your technological experience lends you an uncommon insight that you can use to bolster your allies. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Potent Aptitude die, a d4. This die changes as you gain engineer levels, as shown in the Potent Aptitude column of the engineer table.

\n

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Potent Aptitude die, but must decide before the GM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost.

\n

A creature can have only one Potent Aptitude die at a time.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Your Potent Aptitude die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

\n

Infuse Item

\n

At 2nd level, you gain the ability to temporarily enhance a weapon or armor. At the end of a long rest, you can touch one unenhanced object that is a suit of armor, a shield, or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes an enhanced item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.

\n

Once you've used this feature, you can't use it again until you finish a long rest.

\n

This bonus increases to +2 at 10th level and +3 at 15th level.

\n

Tool Expertise

\n

Also at 2nd level, you gain expertise in any tool proficiencies you gain from this class.

\n

Engineering Discipline

\n

Starting at 3rd level, you begin to focus on a specific engineering discipline, which is detailed at the end of the class description. Your discipline grants you features at 3rd level and again at 6th, 14th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Quick Thinking

\n

Beginning when you reach 5th level, you regain all of your expended uses of Potent Aptitude when you finish a short or long rest.

\n

Tech Mastery

\n

At 20th level, your mastery of technology is unrivaled. Your Constitution and Intelligence scores increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.

\n
"},"className":{"value":"Engineer"},"atFlavorText":{"value":"

Engineering Disciplines

\n

The wide range of tool applications gives birth to well defined distinctions between different engineering disciplines. Each discipline focuses on maximizing the personal use of a certain tool. Your discipline grants you features at 3rd, 6th, 14th, and 18th level.

\n

@Compendium[sw5e.archetypes.2Cloz2rrPw76ACn0]{Armormech Engineering}

\n

@Compendium[sw5e.archetypes.Mbe9qsurpJ0mb4F2]{Armstech Engineering}

\n

@Compendium[sw5e.archetypes.F3eJbFw1kKde9Zg9]{Artificer Engineering}

\n

@Compendium[sw5e.archetypes.avFn1m9oUpDgKAAF]{Astrotech Engineering}

\n

@Compendium[sw5e.archetypes.UsIUJiNPmFWbEgjK]{Audiotech Engineering}

\n

@Compendium[sw5e.archetypes.uqpzyWm3JoIJlHrb]{Biochem Engineering}

\n

@Compendium[sw5e.archetypes.m0oQQxDCTO6nqWnz]{Cybertech Engineering}

\n

@Compendium[sw5e.archetypes.SsvsNMkJX1wW2rs6]{Gadgeteer Engineering}

\n

@Compendium[sw5e.archetypes.KDx2Pjxk4RZQD05d]{Unstable Engineering}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":2,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.toolProf.value","value":"tin","mode":"+","targetSpecific":false,"id":4,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.int.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[]}]}},"img":"modules/sw5e/packs/Icons/Classes/Engineer.webp","effects":[]} -{"_id":"glPjmRU5IT8dn4GW","name":"Scholar","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

An overwhelming horde of tusken raiders bears down on a chiss and her fellow adventurers. She gives the order and her allies unleash a single coordinated attack cutting deep into their lines. Under her command the enemy is quickly routed against all odds, all according to plan.

\n

Deep within the once thought abandoned ruins, a nautolan tends to his companions wounds as they rest. Countless long nights of study and training have conditioned him to keep going even when all others have exhausted themselves. He will see them through this.

\n

A twi’lek in fine vestments addresses a gathering crowd. What was the making of an angry mob begins to disperse, his mere presence putting them at ease, giving his companions time to make their escape.

\n

Scholars are master of the mundane arts, using methodical practices to turn the tables to their advantage. From years of study and testing, scholars take in the situation around them and quickly formulate the means to achieve whatever they have minds set to. Whatever pursuit they follow, a scholar will have a plan for anything that comes their way.

\n

The Pursuit of Knowledge

\n

A true scholar is never satisfied. They are always seeking out a new answer to a new question. This often goes hand-in-hand with seeking a life of adventure, to explore new, hidden areas, or accompany those that do. The life of a scholar often times begins in the mundane, as a teacher or sage. Sometimes they serve as doctors, diplomats, or as officers in the military.

\n

To Learn, To Know

\n

For scholars, mundane life is often too slow. When life becomes stagnant or when an answer cannot be found, the call to adventure rings louder. Scholars will often go to ancient, forgotten, and often dangerous places to find something to quench their thirst for knowledge.

\n

As you create a scholar, it's important to think of where you gained your knowledge. Did you serve as an apprentice under a master? Did you attend college or other formal education? Perhaps you gained it on your own, searching out and pouring over dusty tomes found in forgotten places. Where did your thirst for knowledge come from? Insatiable curiosity? Always wanting to know the right answer? Or do you have something to prove? Think about what field you wish to pursue and think of what is driving you in that direction.

\n

Quick Build

\n

You can make a scholar quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Dexterity. Second, choose the @Compendium[sw5e.backgrounds.aiBPuaLODR08hveu]{Noble} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Scholar
LevelProficiency BonusFeaturesAcademic SuperioritySuperiority DiceManeuvers KnownDiscoveries
1st+2Academic Superiority, Critical Analysisd422-
2nd+2Discovery, Sage Advice (long rest)d4222
3rd+2Expertise, Academic Pursuitd4444
4th+2Ability Score Improvementd4444
5th+3Multitaskerd6445
6th+3Pursuit featured6445
7th+3-d6665
8th+3Ability Score Improvementd6665
9th+4Pursuit featured8666
10th+4Expertised8666
11th+4-d8887
12th+4Ability Score Improvementd8887
13th+5Sage Advice (short rest)d10888
14th+5Calm and Collectedd10888
15th+5-d1010108
16th+5Ability Score Improvementd1010108
17th+6Pursuit featured1210109
18th+6Adaptable Intellectuald1210109
19th+6Ability Score Improvementd1210109
20th+6Knowledge Unboundd1210109
\n
\n
\n

Class Features

\n

As a Scholar, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Scholar level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

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

\n

Proficiencies

\n

Armor: Light armor

\n

Weapons: Simple blasters, simple vibroweapons, techblades

\n

Tools: Any one

\n

Saving Throws: Wisdom, Intelligence

\n

Skills: Choose three from Deception, Insight, Intimidation, Investigation, Lore, Medicine, Nature, Persuasion, and Survival

\n

Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Scholar6d4 x 100 cr
\n

Academic Superiority

\n

Beginning at 1st level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers

\n

You know two maneuvers of your choice, which are detailed under “Maneuvers” below, and you earn more at higher levels, as shown in the Maneuvers Known column of the scholar class table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

\n

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

Superiority Dice

\n

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the scholar class table. This die changes as you gain scholar levels, as shown in the Academic Superiority column of the scholar class table. A superiority die is expended when you use it.

\n

You regain all of your expended superiority dice when you finish a short or long rest.

\n

Saving Throws

\n

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n

Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Maneuvers

\n

The maneuvers are presented in alphabetical order.

\n

Administer Aid

\n

As an action, you can expend a superiority die to tend to a creature you can touch. The creature regains a number of hit points equal to the number rolled + your Intelligence modifier.

\n

Assess the Situation

\n

You can expend one superiority die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the superiority die to the check.

\n

Crippling Strike

\n

When you hit a creature with a weapon attack, you can expend one superiority die to cripple the creature. You add the superiority die to the attack’s damage roll and the creature’s speed is reduced by 10 feet until the end of their next turn.

\n

Deliberate Movement

\n

You can expend one superiority die to take the Disengage action as a bonus action and ignore the effects of standard difficult terrain until the end of your turn.

\n

Exploit Weakness

\n

When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

\n

Goading Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n

Heads Up

\n

When a friendly creature who can see or hear you makes a saving throw, you can use your reaction and expend a superiority die, adding the number rolled to the result of the saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.

\n

Measured Action

\n

As a reaction when you make a roll for a contested skill check, you can expend a superiority die to add to the roll. You can use this maneuver before or after making the contested skill check roll, but before any effects of the contested skill check are determined.

\n

One Step Ahead

\n

When you roll initiative and you are not surprised, you can expend a superiority die and add the number rolled to your initiative.

\n

Targeted Strike

\n

When an ally makes an attack against a creature, you can use your reaction to expend a superiority die. You add the superiority die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.

\n

Critical Analysis

\n

At 1st level, you are able to analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your turn, you can analyze a target you can see within 60 feet of you. For the next minute, or until you analyze another target, you gain the following benefits:

\n\n

Discovery

\n

As you adventure, your studies have helped you discover new practices you can apply to your skills.

\n

At 2nd level, you master two discoveries of your choice. Your discovery options are detailed at the end of the class description. When you gain certain scholar levels, you gain additional discoveries of your choice, as shown in the Discoveries column of the scholar class table.

\n

Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

\n

Sage Advice

\n

When you reach 2nd level, you can spend 1 minute spreading your knowledge and experience, advising those around you. When you do so, choose a skill or tool you are proficient with and a number of friendly creatures up to your Intelligence modifier within 30 feet of you who can hear you and who can understand you. Once within the next hour, the next time each creature would make an ability check with the chosen skill or tool, they may add their proficiency bonus to the roll if they are not already proficient. A creature may only benefit from this feature once. If a creature is targeted by this feature again before using it, they can choose to retain the first benefit or replace it with the new skill or tool instead.

\n

Once you've used this feature, you can't use it again until you finish a long rest. Starting at 13th level, you regain the ability to use it after you complete a short or long rest.

\n

Expertise

\n

At 3rd level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

\n

Academic Pursuit

\n

At 3rd level, you dedicate your studies towards a pursuit, which is detailed at the end of the class description. The pursuit you choose grants you features at 3rd level, and again at 6th, 9th, and 17th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Multitasker

\n

Starting at 5th level, you can take a second reaction each round. You can only take one reaction per turn.

\n

Additionally, when a friendly creature you can see that can hear you is forced to make a saving throw, you can use your reaction to target them with your Critical Analysis feature.

\n

Calm and Collected

\n

Beginning at 14th level, when you make a saving throw from an effect you can see, you may gain a bonus to the saving throw equal to your Intelligence modifier.

\n

Once you have used this feature, you must wait until a short or long rest before using it again.

\n

Adaptable Intellectual

\n

At 18th level, you are able to effectively prepare for any mission on hand. At the end of a long rest, you may choose one of the discoveries you know and replace it with another discover that you could learn at that level.

\n

Knowledge Unbound

\n

When you reach 20th level, you are the pinnacle of your pursuit. Your Intelligence score increases by 4. Your maximum for that score increases by 4. Additionally, you can use any maneuver you know without expending a superiority die, rolling a d4 instead.

\n

Academic Pursuits

\n

Your pursuit is a representation of which fields you have studied or how you practically apply your knowledge.

\n

Discoveries

\n

The discoveries are presented in alphabetical order. If a discovery has prerequisites, you must meet them to learn it. If a discovery requires a level, you must be that level in this class to learn the discovery. You can learn the discovery at the same time you meet its prerequisites.

\n

Academic Memory

\n

You can recall anything you have read in the past month that you understand. This includes but is not limited to books, maps, signs, and lists.

\n

Adaptive

\n

Prerequisite: 15th level
When the target of your Critical Analysis feature is reduced to 0 hit points, you can use your reaction to change the target of your analysis to another creature within range.

\n

Ambassador

\n

You learn three additional languages of your choice.

\n

You my choose this discovery multiple times.

\n

Clever Applications

\n

You gain proficiency with improvised weapons, and they gain the finesse property for you. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage.

\n

You can use your Sage Advice feature to give friendly creatures improvised weapon proficiency if they don’t already have it, following the same rules of that feature as if it were a skill or tool. The friendly creatures retain this proficiency for the entire duration instead.

\n

Mental Prowess

\n

When you make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple a creature or break out of a grapple, net, and other restraining equipment, you can use your Intelligence modifier instead of Strength or Dexterity.

\n

Hardened Mind

\n

Prerequisite: 9th level
You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality.

\n

You also gain resistance to psychic damage.

\n

Lifelong Learning

\n

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

\n

Lingering Advice

\n

Prerequisite: 5th level
When you use your Sage Advice feature, the targeted creatures retain the benefit from your instruction for the full duration.

\n

Master’s Advice

\n

When you use your Sage Advice feature, the first time each targeted creature makes the chosen skill check, they gain an additional bonus to the roll equal to your Intelligence modifier.

\n

Perfect Maneuver

\n

Prerequisite: 15th level
When you roll a 1 on a superiority die, you can reroll the die and must use the new roll.

\n

Quick Analysis

\n

Prerequisite: 9th level
When you roll initiative and aren’t surprised, you can use your reaction to use your Critical Analysis feature.

\n

Reliable Sources

\n

Prerequisite: 9th level
When you make an Intelligence (Lore) or Intelligence (Nature) skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

\n

Resolute

\n

When you make a saving throw to resist charm and fear effects, you may add your Intelligence modifier to the roll.

\n

Running on Fumes

\n

You only need 4 hours of sleep to gain the benefit of a long rest.

\n

Additionally, you have advantage on saving throws against exhaustion.

\n

Survival Expert

\n

When you make a Survival skill check, you may use your Intelligence modifier instead of your Wisdom modifier.

\n

Additionally, you have advantage on saving throws against poison.

\n

Targeted Analysis

\n

Prerequisite: 5th level
Your attack rolls against the target of your critical analysis feature cannot suffer from disadvantage.

\n

Tech Amateur

\n

Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

\n

You can select this discovery multiple times. Each time you do so, you must choose a different power.

\n

Universal Language

\n

You can communicate simple ideas with any creature with an Intelligence score of 6 or higher through basic expressions and gestures.

"},"className":{"value":"Scholar"},"atFlavorText":{"value":"

Academic Pursuits

\n

Your pursuit is a representation of which fields you have studied or how you practically apply your knowledge. Your pursuit grants you features at 3rd, 6th, 9th, and 17th level.

\n

@Compendium[sw5e.archetypes.jTIquPrCJE4cdUTt]{Chef Pursuit}

\n

@Compendium[sw5e.archetypes.PI1B9vYofzCXU9so]{Doctor Pursuit}

\n

@Compendium[sw5e.archetypes.rhte8G7Duf9dtKLV]{Explorer Pursuit}

\n

@Compendium[sw5e.archetypes.lGoI3XalF3gv8el4]{Gambler Pursuit}

\n

@Compendium[sw5e.archetypes.nP8lpZPBh0HGKUJR]{Geneticist Pursuit}

\n

@Compendium[sw5e.archetypes.UZCwqqLLp7IBjqku]{Politician Pursuit}

\n

@Compendium[sw5e.archetypes.ovm5WJyAM317IC4K]{Slicer Pursuit}

\n

@Compendium[sw5e.archetypes.OZ0ln6ZxQgdEUxoy]{Tactician Pursuit}

\n

@Compendium[sw5e.archetypes.c89hsFFZG4WGlYcV]{Zoologist Pursuit}

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\n

A Trandoshan runs frantically across rooftops, constantly looking over his shoulder. As he prepares to leap a gap, a blaster bolt hits him in the back and renders him unconscious. His blurry vision barely makes out the figure of a masked woman who casually approaches, ready to collect her bounty.

\n

With his muscular arms held wide, a grizzled-looking Wookiee grins to his bloodthirsty crowd. He turns back to his arena opponent just in time to see the Besalisk take a swing. He ducks, punching the four-armed fighter in the gut. Two wild haymakers later, and he stands alone as the gladiatorial champion.

\n

Taking a deep breath, a Republic soldier looks out onto the war zone waging across the frozen surface of Ilum. He grips his blaster rifle tightly then, with a nod to the dozen squad-mates beside him, he charges onto the battlefield.

\n

Fighters combine discipline with martial skills to become the best pure warriors in the galaxy. Fighters can be stalwart defenders of those in need, cruel marauders, or brave advent-urers. They fight for glory, honor, to right wrongs, to gain power, to acquire wealth, or simple for the thrill of battle.

\n

All in a Day’s Work

\n

Many fighters see adventures, raids on enemy strongholds, and dangerous missions as their jobs. Some want to defend those who can’t defend themselves while others seek to use their muscle to carve their own place of importance in the galaxy. Fighters can take the form of guards, champions, bounty hunters, enforcers, mercenaries, freedom fighters, or simply armed explorers.

\n

Code Red

\n

Most fighters come to the profession after receiving at least some amount of formal training from a military organization. Some attend formal academies; others are self-taught and well tested. A fighter may have taken up his weapon to escape a mundane life while another may be following a proud family tradition. Whatever their origins, most fighters share an unshakeable loyalty. Fighters follow orders with little hesitation, as failure can often mean death.

\n

While creating your fighter character, consider where your loyalties lie. You could be part of a formal military, one of countless troopers fighting for your enterprise. Perhaps you are a gun-for-hire, traveling the galaxy in search of your next gig. What weapons do you prefer and specialize in? Who or what do you fight for? Do you have aspirations of a life beyond the battlefield, or have you been at war so long you know of nothing else?

\n

Quick Build

\n

You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Constitution. Second, choose the @Compendium[sw5e.backgrounds.6jOIxwB8TYnShEJJ]{Soldier} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
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The Fighter
LevelProficiency BonusFeaturesSuperiority DiceManeuvers Known
1st+2Fighting Style, Second Wind--
2nd+2Action Surge (one use), Combat Superiority22
3rd+2Fighter Specialty22
4th+2Ability Score Improvement22
5th+3Extra Attack22
6th+3Ability Score Improvement22
7th+3Fighter Specialty feature33
8th+3Ability Score Improvement33
9th+4Indomitable (one use)33
10th+4Fighter Specialty feature33
11th+4Greater Extra Attack34
12th+4Ability Score Improvement34
13th+5Indomitable (two uses)34
14th+5Ability Score Improvement34
15th+5Fighter Specialty feature45
16th+5Ability Score Improvement45
17th+6Action Surge (two uses), Indomitable (three uses)45
18th+6Fighter Specialty feature45
19th+6Ability Score Improvement45
20th+6Master of Combat45
\n
\n
\n

Class Features

\n

As a Fighter, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Fighter level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

\n

Proficiencies

\n

Armor: All armor

\n

Weapons: All blasters, all vibroweapons

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Lore, Insight, Intimidation, Perception, and Survival

\n

Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Fighter8d4 x 100 cr
\n

 

\n

Fighting Style

\n

Beginning at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n

Second Wind

\n

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

\n

Once you’ve used this feature, you must finish a short or long rest before you can use it again.

\n

Action Surge

\n

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

\n

Once you’ve used this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

\n

Combat Superiority

\n

Also at 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers

\n

You learn two maneuvers of your choice, which are detailed under “Maneuvers” below, and you earn more at higher levels, as shown in the Maneuvers Known column of the fighter class table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

\n

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

Superiority Dice

\n

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the fighter class table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

\n

Saving Throws

\n

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

\n

Maneuvers

\n

The maneuvers are presented in alphabetical order.

\n

Commander’s Strike

\n

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

\n

Disarming Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

\n

Distracting Strike

\n

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

\n

Evasive Footwork

\n

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

\n

Feinting Attack

\n

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

\n

Goading Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n

Lunging Attack

\n

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

\n

Maneuvering Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you.

\n

That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

\n

Menacing Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

\n

Parry

\n

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

\n

Precision Attack

\n

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

\n

Pushing Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

\n

Rally

\n

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

\n

Riposte

\n

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

\n

Sweeping Attack

\n

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

\n

Trip Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

\n

Fighter Specialty

\n

At 3rd level, you choose a specialty that you strive to emulate in your combat styles and techniques, which is detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Indomitable

\n

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

\n

Greater Extra Attack

\n

Beginning at 11th level, you can attack three times, instead of once, whenever you take the Attack action on your turn.

\n

Additionally, when you use a bonus action to engage in two-weapon fighting, you can make two attacks instead of one.

\n

Master of Combat

\n

At 20th level, you are the master of combat. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can attack four times, instead of once, whenever you take the Attack action on your turn.

"},"className":{"value":"Fighter"},"atFlavorText":{"value":"

Fighter Specialties

\n

Different fighters choose different approaches to perfecting their fighting prowess. The fighter specialty you choose to emulate reflects your approach. Your specialty grants you features at 3rd, 7th, 10th, 15th, and 18th level.

\n

@Compendium[sw5e.archetypes.6HRxOPMOmOiKmuIG]{Adept Specialist}

\n

@Compendium[sw5e.archetypes.vWCA4gae11g8s1xq]{Assault Specialist}

\n

@Compendium[sw5e.archetypes.7OqolLOiiu5K59rD]{Blademaster Specialist}

\n

@Compendium[sw5e.archetypes.V4vCxmTwJFxi0HGM]{Demolitions Specialist}

\n

@Compendium[sw5e.archetypes.dY9gPH2vjYpS9onW]{Enhancement Specialist}

\n

@Compendium[sw5e.archetypes.n46s1RsRnnQjxHvX]{Heavy Weapons Specialist}

\n

@Compendium[sw5e.archetypes.uV3tG38Fo7JAXF0W]{Mounted Specialist}

\n

@Compendium[sw5e.archetypes.zxnST2OeLGmt8buI]{Praetorian Specialist}

\n

@Compendium[sw5e.archetypes.huTTmKT9yzE89Go1]{Shield Specialist}

\n

@Compendium[sw5e.archetypes.SKluJRGJzsX03qlx]{Tactical Specialist}

\n

@Compendium[sw5e.archetypes.CRRgJPKHIHD72CEt]{Totem Specialist}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"hvy","mode":"+","targetSpecific":false,"id":3,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"shl","mode":"+","targetSpecific":false,"id":4,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":5,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":6,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[]}]}},"img":"modules/sw5e/packs/Icons/Classes/Fighter%20Alt.webp","effects":[]} -{"_id":"wekZnR9jIMVn4Gfq","name":"Monk","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Her vibrostaff a blur as they deflect an incoming hail of blaster bolts, a human springs over a barricade and throws herself into the massed ranks of pirates on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.

\n

Taking a deep breath, a zabrak covered in tattoos settles into a battle stance. As the first charging mercenaries reach him, he exhales and a blast of negative energy courses from his hands, engulfing his foes.

\n

Moving with the silence of the night, a black-clad mirialan steps into a shadow beneath an arch and nimbly climbs to the balcony a stone’s throw above her. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the warlord, so vulnerable in the grip of sleep.

\n

Whatever their discipline, monks are united in their ability to harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

\n

The Power of Focus

\n

Monks make careful study of a mystical energy that most monastic orders call focus. This energy is an element of the power that suffuses the galaxy—specifically, the element that flows through living bodies. Monks harness this energy within themselves to create powerful effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of focus in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of focus gives them more power over their bodies and the bodies of their foes.

\n

Training and Asceticism

\n

Most monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other power.

\n

The majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or brigands.

\n

For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth.

\n

As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery's threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself? Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community's rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home? As a result of the structured life of a monastic community and the discipline required to harness focus, monks are typically lawful in alignment.

\n

Quick Build

\n

You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the @Compendium[sw5e.backgrounds.db.uIAswoyitMSQjwU6]{Agent} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
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The Monk
LevelProficiency BonusFeaturesMartial ArtsFocus PointsMonastic VowsUnarmored Movement
1st+2Martial Arts, Unarmored Defensed4---
2nd+2Focus, Monastic Vowsd422-
3rd+2Unarmored Movement, Deflect Missiles, Monastic Orderd432+10 ft.
4th+2Ability Score Improvement, Slow Falld442+10 ft.
5th+3Extra Attack, Stunning Striked652+15 ft.
6th+3Enhanced Strikes, Monastic Order featured662+15 ft.
7th+3Evasion, Stillness of Mindd673+15 ft.
8th+3Ability Score Improvementd683+15 ft.
9th+4Unarmored Movement Improvementd893+20 ft.
10th+4Ability Score Improvementd8103+20 ft.
11th+4Monastic Order featured8113+20 ft.
12th+4Ability Score Improvementd8123+20 ft.
13th+5Purity of Bodyd10134+25 ft.
14th+5Diamond Sould10144+25 ft.
15th+5Timeless Vesseld10154+25 ft.
16th+5Ability Score Improvementd10164+25 ft.
17th+6Monastic Order featured12175+30 ft.
18th+6Empty Bodyd12185+30 ft.
19th+6Ability Score Improvementd12195+30 ft.
20th+6Perfect Selfd12205+30 ft.
\n
\n
\n

Class Features

\n

As a Monk, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Monk level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

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

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple blasters, simple vibroweapons, chakrams, techblades

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Tools: None

\n

Saving Throws: Strength, Dexterity

\n

Skills: Choose two from Acrobatics, Athletics, Insight, Lore, Perception, and Stealth

\n

Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Monk4d4 x 100 cr
\n

 

\n

Martial Arts

\n

Beginning at 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are chakrams, techblades, and any simple vibroweapons that don’t have the two-handed property.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

\n\n
\n

Variant: Monks with Lightweapons
If monks gain lightweapon proficiency, consider letting them use lightweapons as monk weapons, provided the lightweapon has a vibroweapon analogue. For instance, chakrams count as monk weapons. If a monk gains proficiency in a light ring, they could also use it as a monk weapon.

\n
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Unarmored Defense

\n

Also at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom or Charisma modifier (your choice).

\n

Focus

\n

Starting at 2nd level, your training allows you to harness the mystic energy of focus. Your access to this energy is represented by a number of focus points. Your monk level determines the number of points you have, as shown in the Focus Points column of the Monk table.

\n

You can spend these points to fuel various focus features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more focus features as you gain levels in this class.

\n

When you spend a focus point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended focus back into yourself. You must spend at least 30 minutes of the rest meditating to regain your focus points.

\n

You use your choice of Wisdom or Charisma for your focus ability. You use the chosen ability modifier whenever a feature refers to your focus ability. Additionally, you use the chosen ability modifier when making an attack with a focus feature or setting the saving throw DC for one.

\n

Focus save DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n

Focus attack modifier = your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n

Flurry of Blows

\n

When you make your Martial Arts bonus action unarmed strike, you can spend 1 focus point to make an additional unarmed strike (no action required). At 11th level, you can instead spend 2 focus points to make two additional unarmed strikes.

\n

Patient Defense

\n

When you use your bonus action to Disengage, you can spend 1 focus point to also Dodge (no action required). At 11th level, you can instead spend 2 focus points to Dodge and gain an additional reaction until the start of your next turn. You can only take one reaction per turn.

\n

Step of the Wind

\n

When you use your bonus action to Dash, you can spend 1 focus point to double your jump distance for the turn. At 11th level, you can instead spend 2 focus points to gain a flying speed equal to your walking speed until the end of your turn, though you fall if you end your speed in the air and nothing else is holding you aloft.

\n

Monastic Vows

\n

Also at 2nd level, you’ve sworn two vows, as detailed at the end of the class description. You swear an additional vow at 7th, 13th, and 17th level.

\n

Unarmored Movement

\n

Starting at 3rd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Unarmored Movement column of the monk table.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n

Deflect Missiles

\n

Also at 3rd level, you can use your reaction to deflect a projectile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

\n

If you reduce the damage to 0, and the damage is energy or ion, you can redirect it at another target if you have a weapon capable of doing so. You can spend 1 focus point to make a ranged attack as you deflect the projectile, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the projectile counts as a monk weapon for the attack.

\n

Monastic Order

\n

Lastly at 3rd level, you commit yourself to one a monastic order, which is detailed at the end of the class description. Your order grants you features at 3rd level and again at 6th, 11th, and 17th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Slow Fall

\n

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Stunning Strike

\n

Starting at 5th level, you can interfere with an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 focus point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

\n

Enhanced Strikes

\n

Starting at 6th level, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

Evasion

\n

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect, such as a consular's force storm or an engineer's explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Stillness of Mind

\n

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

\n

Purity of Body

\n

Starting at 13th level, your mastery of the focus flowing through you makes you immune to disease and poison and resistant to poison damage.

\n

Diamond Soul

\n

Beginning at 14th level, your mastery of focus grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 focus point to reroll it and take the second result.

\n

Timeless Vessel

\n

At 15th level, your focus sustains you so that you suffer none of the frailty of old age, and you can't be aged abnormally. You can still die of old age, however. Additionally, when you complete a short rest, you can expend a Hit Die to remove 1 level of exhaustion or slowed.

\n

Empty Body

\n

Beginning at 18th level, you can use your action to spend 4 focus points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

\n

Perfect Self

\n

At 20th level, you've gained perfect control over your body. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, when you roll for initiative and have fewer than 6 focus points remaining, you regain up to 6 focus points.

\n

Monastic Vows

\n

The vows are presented in alphabetical order. If a vow has prerequisites, you must meet them to learn it. You can learn a vow at the same time you meet its prerequisites.

\n

Vow of Deflection

\n

You can use your reaction to divert a strike when you are dealt damage by a melee weapon attack. When you do so, the damage taken by the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

\n

Vow of the Devoted

\n

You gain a limited ability to manipulate the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known. You learn 2 force powers of your choice. You learn an additional power at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite. You may only learn universal powers in this way.

\n

Force Points. Rather than force points, powers you learn through this vow are cast using your focus points, at 1 focus point per power level. You may only cast universal powers in this way.

\n

Max Power Level. Many force powers can be overpowered, consuming more focus points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels. Your Max Power Level is 1st. It increases to 2nd at 7th level, 3rd at 13th level, and 4th at 17th level. You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability. You use your focus ability whenever a power refers to your forcecasting ability. If a power you cast with focus points calls for a saving throw, you use your focus save DC. If a power you cast with focus points calls for an attack roll, you use your focus attack modifier.

\n

Vow of Fate

\n

Prerequisite: 7th level
When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

\n

Vow of the Fighter

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6. You can’t take a fighting Style option more than once, even if you later get to choose again.

\n

Vow of Fortitude

\n

Prerequisite: 7th level
You can use your action or bonus action to end one effect on yourself that is causing you to be blinded or deafened.

\n

Vow of Freedom

\n

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n

Vow of Intuition

\n

You can no longer have disadvantage on attack rolls against creatures within 10 feet of you due to not being able to see them.

\n

Vow of the Limber

\n

Prerequisite: 7th level
When you make your first unarmed strike on your turn, you can choose to spend 1 focus point. If you do so, your reach with your unarmed strikes increases by 5 feet until the end of your turn.

\n

Vow of Mettle

\n

You can use Strength instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of the Mortal

\n

You can use Constitution instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of the Nemesis

\n

Prerequisite: 13th level
As a bonus action, you can choose one creature within 30 feet that you can see. The creature must make a Wisdom saving throw against your focus save DC. On a successful save, the creature becomes immune to this feature for 24 hours. On a failed save, for the next minute, the creature has disadvantage on attack rolls against creatures other than you, and it must make an additional Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this feature doesn't restrict its movement for that turn.

\n

This feature ends early if you attack another creature, if you target another hostile creature with a power or class feature, if a friendly creature damages the target, if a friendly creature targets it with a power or class feature, or if you target another creature with this feature.

\n

Vow of the Open Mind

\n

You gain proficiency in a skill of your choice. Additionally, you can spend 1 focus point and 10 minutes meditating on a skill in which you are proficient. If you do so, when you make an ability check with the chosen skill, you can add your Wisdom or Charisma modifier to the check if it doesn’t already include that modifier. You can only have one instance of this feature active at a time.

\n

Vow of Precision

\n

Prerequisite: 13th level
Your critical hit range with unarmed strikes increases by 1.

\n

Vow of Requital

\n

Prerequisite: 13th level
When you take the Dodge action and an attack made by a creature within 5 feet of you misses you before the start of your next turn, you can use your reaction to make one melee weapon attack with a monk weapon or unarmed strike against that creature.

\n

Vow of Restoration

\n

When you would make an unarmed strike, you can spend 1 focus point to instead touch a willing creature within your reach. Roll your Martial Arts die. The target gains hit points equal to the amount rolled + your Wisdom or Charisma modifier (your choice, minimum of +1).

\n

Vow of the Sentry

\n

You gain proficiency in light and medium armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing light or medium armor as long as you are not wielding a shield.

\n

Vow of Serenity

\n

Your maximum focus increases by an amount equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of +1).

\n

Vow of the Shrewd

\n

You can use Intelligence instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of Spirit

\n

You can use your choice of Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.

\n

Vow of the Versatile

\n

When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can instead make a weapon attack with a monk weapon you are wielding.

"},"className":{"value":"Monk"},"atFlavorText":{"value":"

Monastic Orders

\n

Orders of monastic pursuit are common in the locales scattered across the galaxy. Each order is based in a specific culture and is mutually exclusive, despite relying on the same basic techniques. Your order grants you features at 3rd, 6th, 11th, and 17th level.

\n

@Compendium[sw5e.archetypes.f6laKRexQAH7Oa3b]{Aing-Tii Order}

\n

@Compendium[sw5e.archetypes.5ZfztAWnxh7mqTL7]{Crimson Order}

\n

@Compendium[sw5e.archetypes.0s8yk4E0Kneqe4zt]{Echani Order}

\n

@Compendium[sw5e.archetypes.PoyYtrej7B5BZRRG]{Jal Shey Order}

\n

@Compendium[sw5e.archetypes.MorU2Jy5yx77N9QO]{Kage Order}

\n

@Compendium[sw5e.archetypes.Vtk1Pw4AILqZk27u]{Kyuzo Order}

\n

@Compendium[sw5e.archetypes.taNiZralaSUdH6a2]{Matukai Order}

\n

@Compendium[sw5e.archetypes.igjYYoVyL95UNC0c]{Nightsister Order}

\n

@Compendium[sw5e.archetypes.OPVska67MO0Zauct]{Trickster Order}

\n

@Compendium[sw5e.archetypes.gbP89R34SpttnfPb]{Whills Order}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":1,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"chakrams","mode":"+","targetSpecific":false,"id":3,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"techblades","mode":"+","targetSpecific":false,"id":4,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Abilities Strength Proficiency"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[]}]}},"img":"modules/sw5e/packs/Icons/Classes/Monk.webp","effects":[]} - +{"_id":"1KSGcLL9HvLEkanx","name":"Sentinel","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Clad in black robes, the rattataki pulls his hood forward and steps into the shadowy alcove, only to reappear further down the hall. As his quarry walks past, he presses the hilt of his lightsaber to the back of their head, quickly toggling it on-and-off. He is gone before the corpse hits the ground.

\n

The togruta dashes across the battlefield, doublesaber deflecting blaster shots to the ground. She pulls her wounded padawan to her feet, and guides her away from the warzone.

\n

Green-bladed lightsaber a blur, the cathar ferociously presses the attack. With each strike, she guides her opponent closer to the ravine’s edge. A flurry of blows followed by a quick force push and her foe tumbles over the edge.

\n

Sentinels are the masters of blending force powers with weapon attacks. They weave the two together so expertly that their foes have trouble predicting them.

\n

The Middle of the Road

\n

The sentinel uses stealth and subterfuge to accomplish the will of the Force. Where the consular focuses on mastery of the Force and the guardian focuses on the mastery of the lightsaber, the sentinel focuses on merging the two.

\n

Solitary Action

\n

Sentinels are notoriously independent, most comfortable acting alone and without backup; where some use a team to make up for their weaknesses, the sentinel uses the Force to overcome theirs. While some take this independent streak to the extreme, they are usually accepting of authority, as long as they are allowed to carry out directions using their preferred methods.

\n

While creating your sentinel, consider your personal philosophy in regards to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Are you an operative tapping into a latent Force-sensitivity? Were you trained in the force from a young age, or did you discover it as an adult? How do you treat those weaker than you? What was your family like? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a sentinel quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom or Charisma. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Sentinel
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power LevelKinetic Combat
1st+2Forcecasting, Led by the Force731st-
2nd+2Force-Empowered Self, Sentinel Ideals961std4
3rd+2Sentinel Calling1192ndd4
4th+2Ability Score Improvement13122ndd4
5th+3Extra Attack15152ndd6
6th+3Sentinel Ideals (three ideals)17183rdd6
7th+3Calling feature18213rdd6
8th+3Ability Score Improvement19243rdd6
9th+4Sentinel Ideals (three manifestations)21274thd8
10th+4Battle Readiness22304thd8
11th+4Sentinel Ideals (four ideals)24335thd8
12th+4Ability Score Improvement25365thd8
13th+5Calling feature26395thd10
14th+5-28426thd10
15th+5Enlightened Evasion29456thd10
16th+5Ability Score Improvement30486thd10
17th+6Sentinel Ideals (four manifestations)32517thd12
18th+6Calling feature33547thd12
19th+6Ability Score Improvement34577thd12
20th+6Center of the Force35607thd12
\n
\n
\n

Class Features

\n

As a Sentinel, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Sentinel level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

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

\n

Proficiencies

\n

Armor: Light armor

\n

Weapons: Simple vibroweapons, simple lightweapons, chakram, doubleblade, doublesaber, doubleshoto, doublesword, hidden blade, lightfoil, light ring, saberwhip, vibrorapier, vibrowhip

\n

Tools: One specialist's kit of your choice

\n

Saving Throws: Dexterity, Charisma

\n

Skills: Choose three from Acrobatics, Animal Handling, Insight, Intimidation, Perception, Persuasion, Piloting, Stealth, and Technology

\n

Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Sentinel1,000 + 3d4 x 100 cr
\n

Forcecasting

\n

Beginning at 1st level, In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 7 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the sentinel class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your sentinel level x 3, as shown in the Force Points column of the sentinel class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the sentinel class table.

\n

You may only cast force powers at 5th, 6th, and 7th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n

Led by the Force

\n

Also at 1st level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

\n

Force-Empowered Self

\n

Starting at 2nd level, your training allows you to harness the mystical energy of the Force throughout your body. When you hit a creature with a melee weapon attack, you can spend 1 force point to use a Force-Empowered Self effect. Each effect uses a d4, which changes as you gain sentinel levels, as shown in the Kinetic Combat column of the sentinel table. You have three such effects: Deflection, Double Strike, and Slow Time. You can only use each effect once per turn, and you can only use one effect per hit.

\n

Deflection

\n

You can roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.

\n

Double Strike

\n

You can roll a Kinetic Combat die and deal additional damage equal to the amount rolled.

\n

Slow Time

\n

You can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.

\n

Sentinel Ideals

\n

Also at 2nd level, you adopt ideals that exemplify your bond with the Force. You adopt two ideals of your choice, as detailed at the end of the class description. You adopt an additional ideal at 6th and 11th level. When you manifest your Sentinel Ideals, you choose which effect to create.

\n

You can manifest your ideals twice. You gain an additional use at 9th and 17th level. You regain all expended uses when you finish a long rest.

\n

Sentinel Calling

\n

When you reach 3rd level, you choose a sentinel calling, which is detailed at the end of the class description. Your calling grants you features at 3rd level and again at 7th, 13th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Battle Readiness

\n

Starting at 10th level, you have fully learned how to meld your physical self with the Force. When you take the Dodge or Disengage actions, or use your action to cast a force power, you can make one melee weapon attack as a bonus action.

\n

Enlightened Evasion

\n

When you reach 15th level, when you are subjected to a damage-dealing effect that forces you to make a saving throw, you can spend 2 force points to add your Wisdom or Charisma modifier (your choice, minimum of one) to the saving throw if doesn’t already include that modifier. If you do so, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can wait until after you roll the d20 to use this feature, but you must decide before the GM says whether the roll succeeds or fails.

\n

Center of the Force

\n

At 20th level, you are perfectly centered with the Force. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, once per turn, when you would roll a Kinetic Combat die, you can instead choose the maximum.

\n

Sentinel Ideals

\n

The ideals are presented in alphabetical order. You can’t benefit from a Sentinel Ideal option more than once, even if you later get to choose again.

\n

Ideal of the Agile

\n

You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.

\n

Ideal of the Artisan

\n

Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any check you make that doesn’t already include that modifier.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.

\n

Ideal of the Contender

\n

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.

\n

Ideal of the Fighter

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

\n

Ideal of the Hunter

\n

You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.

\n

Ideal of the Steadfast

\n

When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier + any bonuses to melee weapon attack rolls). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half the normal weapon damage, and when a creature rolls a 1 on the saving throw, they take damage as if suffering a critical hit.

\n

Ideal of the Titan

\n

You gain proficiency in medium armor.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

\n

Ideal of the Tranquil

\n

When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one).

\n

Ideal of the Vigorous

\n

When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

"},"className":{"value":"Sentinel"},"atFlavorText":{"value":"

Sentinel Callings

\n

Different sentinels select different callings, called Paths, to follow as they hone their powers. Your calling grants you features at 3rd, 7th, 13th, and 18th level.

\n

@Compendium[sw5e.archetypes.3GmBJl9h0FpyIKFg]{Path of Aggression}

\n

@Compendium[sw5e.archetypes.qlg4myujDRxt6FXB]{Path of Communion}

\n

@Compendium[sw5e.archetypes.9AQImD6JBpd9c1UK]{Path of the Corsair}

\n

@Compendium[sw5e.archetypes.pnWaHtbho4xgFpIU]{Path of Etherealness}

\n

@Compendium[sw5e.archetypes.xIgy4jaHPhmry1Ub]{Path of Focus}

\n

@Compendium[sw5e.archetypes.4afEpKVpPAUq3lMe]{Path of the Forceblade}

\n

@Compendium[sw5e.archetypes.X3FsoSbXFXkvJvZO]{Path of Shadows}

\n

@Compendium[sw5e.archetypes.tND6Q1akd5unb3jf]{Path of Synthesis}

\n

@Compendium[sw5e.archetypes.BtUr8K0noVfAE11J]{Path of Tenacity}

\n

@Compendium[sw5e.archetypes.VRfBQKAhumWExGiy]{Path of Witchcraft}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Abilities Charisma Proficiency"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Abilities Dexterity Proficiency"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightweapons","mode":"+","targetSpecific":false,"id":5,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"chakram","mode":"+","targetSpecific":false,"id":6,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doubleblade","mode":"+","targetSpecific":false,"id":7,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doublesaber","mode":"+","targetSpecific":false,"id":8,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doubleshoto","mode":"+","targetSpecific":false,"id":9,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doublesword","mode":"+","targetSpecific":false,"id":10,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"hidden blade","mode":"+","targetSpecific":false,"id":11,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"lightfoil","mode":"+","targetSpecific":false,"id":12,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"light ring","mode":"+","targetSpecific":false,"id":13,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"saberwhip","mode":"+","targetSpecific":false,"id":14,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrorapier","mode":"+","targetSpecific":false,"id":15,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrowhip","mode":"+","targetSpecific":false,"id":16,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Sentinel.webp","effects":[]} +{"_id":"2femmWtRKWpl2VAl","name":"Operative","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A Bothan spy takes a moment to adjust her infrared goggles. Nimbly sidestepping the laser grid in the room, she slips to the computer at the far end. Counting down the seconds in her head, she slices the mainframe. Twenty seconds. Ten seconds. A handful of soldiers bursts into the room, but she is already gone—with the data in hand.

\n

With a wary eye on the door, a scruffy-looking Duros plays pazaak in a seedy cantina. When two city guards appear at the exit, he smiles and reaches under the table. Before they can move in, the smuggler flips the table and opens fire. The crowd scatters in panic, giving him just enough cover to escape.

\n

A gorgeous young human dances before an intoxicated senator in his parlor. She winks enticingly through her golden blonde hair as she sways closer. Leaning in for a kiss, the senator is instead surprised by the barrel of a hold-out blaster pistol shoved into his mouth. He has no time to shout before the assassin pulls the trigger.

\n

Operatives, whether good, bad, or neutral, are those who focus on a specific practice and utilize it to get the upper hand. They can come from any world or region in the galaxy, with origins from the lowliest scoundrel to the once social elite.

\n

Evading Danger

\n

Operatives have a knack for getting out of trouble. They have an instinct for self-preservation that keeps them alive, but it’s usually tempered with a need to experience the thrills that their profession has to offer, and many adventurous operatives are also saddled with a sense of honor that sometimes makes them go against their natural inclinations. No matter what their immediate concerns may be, survival is the name of the game.

\n

Outside the Law

\n

Operatives don’t often start out seeking to defy authority and break the law. Some are thrust into the profession as a means of rebellion. Others wind up on the wrong side of the law due to bad luck, poor decisions, or circumstances beyond their control. The skills they pick up along the way make them great members of any mission team.

\n

While creating your operative character, consider how you first started on your path. Maybe you were raised on the street and fell into the criminal element as a means of survival. You could be a simple trader who decided to strike against the Sith Empire when it encroached on your business. What would you say is your greatest skill set? What is your core, the truest essence about yourself that keeps you focused? Why would society treat you as a criminal, yet your allies hold you as a loyal companion?

\n

Quick Build

\n

You can make an operative quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Intelligence or Charisma. Second, choose the @Compendium[sw5e.backgrounds.IgvB3RMSetUpL1l0]{Gambler} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":4,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Operative
LevelProficiency BonusFeaturesSneak AttackOperative Exploits
1st+2Expertise, Sneak Attack1d6-
2nd+2Cunning Action, Operative Exploits1d62
3rd+2Bad Feeling, Operative Practice2d62
4th+2Ability Score Improvement2d62
5th+3Uncanny Dodge3d62
6th+3Expertise3d62
7th+3Evasion4d63
8th+3Ability Score Improvement4d63
9th+4Practice feature5d63
10th+4Ability Score Improvement5d63
11th+4Reliable Talent6d63
12th+4Ability Score Improvement6d63
13th+5Practice feature7d64
14th+5Blindsense7d64
15th+5Slippery Mind8d64
16th+5Ability Score Improvement8d64
17th+6Practice feature9d65
18th+6Elusive9d65
19th+6Ability Score Improvement10d65
20th+6Stroke of Luck10d65
\n
\n
\n

Class Features

\n

As a Operative, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Operative level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

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

\n

Proficiencies

\n

Armor: Light armor

\n

Weapons: Simple blasters, simple vibroweapons, blaster pistol, hidden blade, techblade, vibrorapier

\n

Tools: One specialist's kit of your choice

\n

Saving Throws: Dexterity, Intelligence

\n

Skills: Choose any four

\n

Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Operative7d4 x 100 cr
\n

Expertise

\n

Beginning at 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 6th level, you can choose two more of your proficiencies (in skills or tools) to gain this benefit.

\n

Sneak Attack

\n

Also at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

\n

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

\n

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the operative class table.

\n

Cunning Action

\n

At 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

\n

Operative Exploits

\n

Also at 2nd level, you’ve adopted two exploits, as detailed at the end of the class description. You adopt an additional exploit at 7th, 13th, and 17th level.

\n

Bad Feeling

\n

Starting at 3rd level, you have a wary eye, bordering on paranoia. When you roll for initiative, you can move up to your speed. This movement happens before the initiative order is determined.

\n

Once you've used this feature, you can't use it again until you finish a long rest.

\n

Operative Practice

\n

Also at 3rd level, you choose a practice that you emulate in the exercise of your operative abilities, which is detailed at the end of the class description. Your practice choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Uncanny Dodge

\n

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

\n

Evasion

\n

Beginning at 7th level, when you are subjected to an effect, such as a consular's force storm or an engineer's explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Reliable Talent

\n

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

\n

Blindsense

\n

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

\n

Slippery Mind

\n

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

\n

Elusive

\n

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

\n

Stroke of Luck

\n

At 20th level, you have an uncanny knack for succeeding when you need to. Your Dexterity and Intelligence scores increase by 2. Your maximum for those scores increases by 2. Additionally, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

\n

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

\n

Operative Exploits

\n

The exploits are presented in alphabetical order. If an exploit has prerequisites, you must meet them to learn it. You can learn an exploit at the same time you meet its prerequisites.

\n

Commander’s Exploit

\n

You gain proficiency in medium armor.

\n

Explorer’s Exploit

\n

You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.

\n

Fate’s Exploit

\n

Prerequisite: 7th level
When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

\n

Fighter’s Exploit

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6. You can’t take a fighting Style option more than once, even if you later get to choose again.

\n

Freedom’s Exploit

\n

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n

Guerrilla’s Exploit

\n

You only need 4 hours of sleep to gain the benefit of a long rest.

\n

Additionally, you have advantage on saving throws against exhaustion.

\n

Learner’s Exploit

\n

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

\n

Mentor’s Exploit

\n

Prerequisite: 13th level
Once per turn, whenever both you and a friendly creature within 60 feet that can see and hear you both have to make a saving throw to resist the same effect, you can choose to have disadvantage on the save. If you do so, the friendly creature gains advantage on the save. You can use this feature before or after you both make the saving throw, but you must do so before the GM says whether the save succeeds or fails.

\n

Skill’s Exploit

\n

You learn an exploit that enhances your ability to apply your knowledge to combat situations. You can take this exploit multiple times.

\n

When you take the Attack action, you can use one of your skill exploits granted by this feature. You can use these features a combined number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Choose from the following. You must be proficient in the skill in order to take that skill’s exploit.

\n

Aim (Stealth). You attempt to line up a strike against a creature you can see that you are hidden from. Make a Dexterity (Stealth) check contested by the target’s Wisdom (Perception) check. If your check succeeds, you gain a +10 bonus to the first attack roll you make against the target before the end of your next turn. If your check fails, you are no longer hidden from the target.

\n

Angle (Perception). You attempt to predict the behavior of a humanoid you can see within 30 feet. Make a Wisdom (Perception) check contested by the target’s Dexterity (Sleight of Hand) check. If your check succeeds, the first attack roll the target makes before the start of your next turn has disadvantage, and the first saving throw the creature makes before the start of your next turn has disadvantage. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Battle Cry (Intimidation). You attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If the target was already frightened of you, it must immediately drop whatever it is holding. On its next turn, if it is still frightened of you, it must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Charm (Persuasion). You attempt to convince one humanoid you can see within 30 feet that can hear and understand you. Make a Charisma (Persuasion) check contested by the target’s Wisdom (Insight) check. If you have dealt damage to the creature in the last hour, it has advantage on the check. If your check succeeds, the target is charmed by you until the start of your next turn, and it has disadvantage on the first attack roll it makes against a creature before the end of its next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Confuse Beast (Animal Handling). You attempt to confuse one beast on the battlefield. Make a Wisdom (Animal Handling) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the beast cannot take actions or reactions until the end of your next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Distract (Performance). You attempt to distract one beast or humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Performance) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the next attack roll made against the target before the start of its next turn has advantage. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Emulate Predator (Nature). You attempt to emulate the sounds of a natural predator of a beast or plant you can see within 30 feet. Make an Intelligence (Nature) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Feint (Deception). You attempt to divert the attention of a target you can see within 30 feet. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the first attack roll made against the target before the start of your next turn by someone other than you has advantage, and the target has disadvantage on the first saving throw they make against an effect caused by a creature other than you before the start of your next turn. If your check fails, the target can’t be deceived by you in this way for 1 hour.

\n

Hacktivate (Technology). You attempt to determine the weaknesses in a droid you can see within 30 feet. Make an Intelligence (Technology) check contested by the target’s Intelligence (Technology) check. If your check succeeds, you have advantage on the next attack roll you make against the target before the end of your turn, and if you hit, you deal additional damage equal to your Intelligence modifier. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Instruct (Investigation). You attempt to find a weakness in your target. Make an Intelligence (Investigation) check contested by the target’s Charisma (Deception) check. If your check succeeds, if a friendly creature makes an attack roll against the target and they can see and hear you, you can use your reaction to grant them advantage on the roll. If you do so, and they hit, they deal additional damage equal to your bonus to Investigation checks. This damage is the same type as the attack’s damage. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Intuit (Insight). You attempt to determine the motivations of one humanoid you can see within 30 feet. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, the target can’t have advantage on ability checks, attack rolls, or saving throws against you until the end of your next turn. If your check fails, the target instead can’t have disadvantage on ability checks, attack rolls, or saving throws against you until the end of your next turn.

\n

Tumble (Acrobatics). You attempt to make a quick tumble, immediately moving 10 feet. If you begin or end this movement within a creature’s reach, make a Dexterity (Acrobatics) check contested by it’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, this movement does not provoke opportunity attacks from it, and you have advantage on the first attack roll you make against it before the end of your turn. If your check fails, you immediately fall prone.

\n

Pocket Sand (Sleight of Hand). You attempt to blind one beast or humanoid you can see within 15 feet of you. Make a Dexterity (Sleight of Hand) check contested by the target’s Wisdom (Perception) check. If your check succeeds, the target is blinded until the end of your turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Precision Strike (Medicine). You attempt to strike a pressure point in one humanoid within your reach. Make a Wisdom (Medicine) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, they are incapacitated until the end of their next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Snare (Survival). You attempt to cause a creature within 30 feet of you to stumble. Make a Wisdom (Survival) check contested by the target’s Wisdom (Perception) check. If your check succeeds, and the target moves towards you before the start of your next turn, it gains 1 slowed level, and you can use your reaction to cause it to fall prone. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Spin (Piloting). You attempt to confound a piloted construct you can see within 30 feet. Make an Intelligence (Piloting) check contested by the target’s Intelligence (Piloting) check. If your check succeeds, the target has disadvantage on attack rolls against you, and you have advantage on Dexterity saving throws against the target, until the start of your next turn. If your check fails, the target instead has advantage on attack rolls against you, and you have disadvantage on Dexterity saving throws against the target, until the start of your next turn.

\n

Study (Lore). You attempt to anticipate your target’s action. Make an Intelligence (Lore) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn. Alternatively, before the end of your next turn, you can use your reaction to grant disadvantage on the first ability check, attack roll, or saving throw the target makes against you. If your check fails, you instead have disadvantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn.

\n

Wrestle (Athletics). You attempt to grab and pin a creature within 5 feet of you with at least one free hand. The target must be no more than one size larger than you. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, the target is both grappled and restrained by you. If the target stops being grappled, it also stops being restrained. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Technologist’s Exploit

\n

Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points and without the use of a wristpad. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

\n

You can select this exploit multiple times. Each time you do so, you must choose a different power.

\n

Weaponmaster’s Exploit

\n

You gain proficiency in three blasters or vibroweapons that lack the heavy and strength properties.

\n

You can select this exploit multiple times. Each time you do so, you must choose different weapons.

"},"className":{"value":"Operative"},"atFlavorText":{"value":"

Operative Practices

\n

Operatives 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 operatives steer those talents in varying directions, embodied by the different operative practices. Your practice grants you features at 3rd, 9th, 13th, and 17th level.

\n

@Compendium[sw5e.archetypes.uKs4nEUZxYJ6iAd7]{Acquisitions Practice}

\n

@Compendium[sw5e.archetypes.xUUk8lINd1wpQrIh]{Beguiler Practice}

\n

@Compendium[sw5e.archetypes.KXH9dZsv2CAXAa6X]{Disabling Practice}

\n

@Compendium[sw5e.archetypes.HAbjFjbdRHO3mBss]{Gunslinger Practice}

\n

@Compendium[sw5e.archetypes.G1F7NBAvLma5Aot4]{Lethality Practice}

\n

@Compendium[sw5e.archetypes.owhXRBD1NnGWXdr6]{Performance Practice}

\n

@Compendium[sw5e.archetypes.A3MyNIRoyvE9fP64]{Ruffian Practice}

\n

@Compendium[sw5e.archetypes.lETcZuQWPZg3n2u0]{Saboteur Practice}

\n

@Compendium[sw5e.archetypes.TgUiU6MrAP7Xyj3H]{Sawbones Practice}

\n

@Compendium[sw5e.archetypes.RulD3rQZqDk5H0Pl]{Scrapper Practice}

\n

@Compendium[sw5e.archetypes.YByrgf4R9lfeVVBQ]{Sharpshooter Practice}

"}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Classes/Operative.webp","effects":[]} +{"_id":"MN79cDvuWQ2YGjNA","name":"Scout","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Rough and grizzled looking, a human stalks alone through the shadows of trees, hunting the quarry he knows is planning a raid on a nearby settlement. Clutching a techblade in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

\n

After tumbling away from the shrapnel of a missile’s explosion, a bothan finds her feet and quick-fires two shots from her carbine at the oncoming tank. Shrugging off the wave of fear that threatens to permeate her entire being, she strafes around her foe, firing shot after shot to try to penetrate the tank’s thick armor.

\n

Glancing at his wristpad, a sullustan looks through the eyes of his tracker droid. Transmitting instructions, he sends his droid to distract the houk he’s been tracking while he readies his sniper rifle for the shot.

\n

Scouts are the first on the trail and the last to lose it, tracking their quarry for miles unimpeded. They are adaptable, wielding both tech powers and their weaponry to overcome their foes.

\n

Deadly Hunters

\n

Warriors in their own right, scouts specialize in tracking and hunting the monsters that threaten civilization—humanoid raiders, rampaging beasts and monstrosities, terrible Force-wielders, and renegade droids. They learn to track their quarry as a predator does, moving stealthily through any terrain and hiding themselves in brush and rubble. Scouts focus their combat training on techniques that are particularly useful against their specific favored foes.

\n

Scouts acquire the ability to cast tech powers through utilization of a wristpad. Their powers, like their combat abilities, emphasize speed, stealth, and the hunt. A scout’s talents and abilities are honed with deadly focus on the grim task of protecting the civilization.

\n

Independent Adventurers

\n

Though a scout might make a living as a bounty hunter, a guide, or a tracker, a scout’s true calling is to defend civilization from the ravages of monsters and humanoid hordes that press in. In some places, scouts gather in secretive orders, though many scouts are independent almost to a fault, knowing that, when a rancor or a band of pirates attacks, a scout might be the first—and possibly the last—line of defense. This fierce independence makes scouts well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, scouts respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

\n

As you create your scout character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, tracking together until you mastered the scout's ways? Did you leave your apprenticeship, or was your mentor slain-perhaps by some kind of bestial monstrosity on which you've sworn revenge? Or perhaps you learned your skills as part of a band of mercenaries. What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

\n

Quick Build

\n

You can make a scout quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Intelligence. Second, choose the @Compendium[sw5e.backgrounds.wjFDb34eLfyjff1k]{Bounty Hunter} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
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The Scout
LevelProficiency BonusFeaturesRanger's QuarryTech Powers KnownTech PointsMax Power Level
1st+2Ranger's Quarry, Pathfinderd4---
2nd+2Techcasting, Fighting Styled4421st
3rd+2Scout Routine, Scout Techniqued4531st
4th+2Ability Score Improvementd4641st
5th+3Extra Attackd6752nd
6th+3Expertised6862nd
7th+3Technique feature, Scout Routine (two routines)d6972nd
8th+3Ability Score Improvementd61082nd
9th+4Scout Routine (15-foot radius)d81293rd
10th+4Commandod813103rd
11th+4Technique featured814113rd
12th+4Ability Score Improvementd815123rd
13th+5-d1016134th
14th+5Expertise, Combat Techd1017144th
15th+5Technique feature, Scout Routine (three routines)d1018154th
16th+5Ability Score Improvementd1019164th
17th+6Scout Routine (30-foot radius)d1220175th
18th+6Supreme Awarenessd1221185th
19th+6Ability Score Improvementd1222195th
20th+6Foe Slayerd1223205th
\n
\n
\n

Class Features

\n

As a Scout, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Scout level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per scout level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All blasters, all vibroweapons

\n

Tools: None

\n

Saving Throws: Strength, Dexterity

\n

Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Perception, Piloting, Stealth, Survival, and Technology

\n

Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Scout8d4 x 100 cr
\n

Ranger's Quarry

\n

Beginning at 1st level, you learn how to effectively read and track your prey. Once on each of your turns, you can choose a creature you can see within 120 feet and mark it as your quarry (no action required). For the next hour, you gain the following benefits:

\n\n

You can only have one creature marked in this way at a time. Beginning at 5th level, you can use your reaction to mark a creature when it enters your line of sight, provided it is within range of your Ranger’s Quarry.

\n

The duration increases to 8 hours at 9th level and 24 hours at 17th level.

\n

Pathfinder

\n

Also at 1st level, you are skilled at navigating the untamed wilds. You ignore difficult terrain, and when traveling for an hour or more, you gain the following benefits:

\n\n

Techcasting

\n

Beginning at 2nd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the scout class table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to your scout level, as shown in the Tech Points column of the scout class table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the scout class table.

\n

You may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus +your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus +your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n

Fighting Style

\n

Also at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

Scout Routine

\n

Beginning at 3rd level, you’ve developed one routine, as detailed at the end of the class description. You develop an additional routine at 7th and 15th level.

\n

Scout Technique

\n

Also at 3rd level, you choose to focus on a specific scout technique, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Expertise

\n

At 6th level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

\n

Commando

\n

Starting at 10th level, you can take the Dash and Hide actions as a bonus action on each of your turns. Additionally, you can remain perfectly still for long periods of time to set up ambushes.

\n

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

\n

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

\n

Additionally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.

\n

Combat Tech

\n

At 14th level, when you use your action to cast a tech power, you can make one weapon attack as a bonus action.

\n

Supreme Awareness

\n

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

\n

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

\n

Foe Slayer

\n

At 20th level, you become an unparalleled hunter. Your Strength or Dexterity score increases by 2, and your Intelligence score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll but before any effects of the roll are applied.

\n

Scout Routines

\n

The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.

\n

At 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet.

\n

Adaptability Routine

\n

At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Maven’s Routine

\n

At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Mesmer’s Routine

\n

At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Nomad’s Routine

\n

At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Responder’s Routine

\n

When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

\n

Sharpshooter’s Routine

\n

At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

\n

Strider’s Routine

\n

At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Warden’s Routine

\n

At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

"},"className":{"value":"Scout"},"atFlavorText":{"value":"

Scout Techniques

\n

Scouts tend to share knowledge amongst themselves, focusing on specific techniques and honing them to perfection. Your technique grants you features at 3rd, 7th, 11th, and 15th level.

\n

@Compendium[sw5e.archetypes.sgoAH5OjfxsXf2fp]{Artillerist Technique}

\n

@Compendium[sw5e.archetypes.hJfD06NmantavchV]{Bulwark Technique}

\n

@Compendium[sw5e.archetypes.ZDNCB88TzeMFGY6i]{Deadeye Technique}

\n

@Compendium[sw5e.archetypes.Ls55Gc4qha7Muacz]{Hunter Technique}

\n

@Compendium[sw5e.archetypes.174qCi5FWBd5LDP0]{Illusionist Technique}

\n

@Compendium[sw5e.archetypes.BEMJgPn6JKghk2zh]{Inquisitor Technique}

\n

@Compendium[sw5e.archetypes.EOnRnPaACPP1vRTQ]{Mastermind Technique}

\n

@Compendium[sw5e.archetypes.xAObT0H9SNxYOQh2]{Predator Technique}

\n

@Compendium[sw5e.archetypes.EEBl6B5YPcztiGRm]{Slayer Technique}

\n

@Compendium[sw5e.archetypes.EipqN28Px01dBfmH]{Stalker Technique}

\n

@Compendium[sw5e.archetypes.np8PlkH43bFHGOjq]{Teleportation Technique}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":3,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Abilities Dexterity Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Scout.webp","effects":[]} +{"_id":"O414X0HamnCKpEF5","name":"Consular","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A twi’lek in black robes steps on a terrified rodian, who scampers away on the ground. Lightning sparks from his fingers, illuminating his red and black tattoos. The rodian’s pleas for mercy fall on deaf ears as the Sith channels his lightning into his failed apprentice, leaving nothing but a charred husk behind.

\n

Sitting cross-legged on a dense patch of grass, a miraluka mystic meditates on the Force. With every breath, the trees sway with a rhythmic breeze. Though she lacks simple vision, she can see the Force as it moves everything around her.

\n

A drably-robed human focuses inward, channeling the Force into the ground around him. Slowly, all the debris within arms reach rises into the air around him; with a flick of his wrist, he clears the air, sending his projectiles to pound on the approaching tank.

\n

Consulars are the supreme wielders of the Force, defined and united by the powers they cast. Drawing on the omnipresent Force that permeates the universe, consulars cast powers of rejuvenating healing and destructive lightning, draining life-force and manipulating minds; the most powerful with the Force can even experience brief glimpses of the future.

\n

Strong with the Force

\n

Refraining from drawing their lightsabers except as a measure of last resort, consulars spend a great deal of time studying the mysteries of the Force. Their knowledge allows them to channel the Force to greater heights, unlocking unrivaled power, and twisting those powers to greater effect.

\n

Sage or Sorcerer

\n

Consulars who follow the light side of the Force, using their powers to better their communities and people, are often called sages, while consulars who fall to the dark side and subjugate or cast aside all in their path are commonly called sorcerers. Alternatively, they may tend toward the middle, refraining from politics and war, spending their time in isolation and study.

\n

While creating your consular, consider your personal philosophy in regards to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Perhaps you were ostracized from your primitive village out of superstition or jealousy. You may have been brutally trained from a young age in the dark side, fueling your innate thirst for power, or perhaps you were trained as a padawan in one of the Jedi temples. How do you treat strangers, and how do they treat you once they know your abilities? What was your family like, or what did you have instead of a family? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a consular quickly by following these suggestions. First, make Wisdom or Charisma your highest ability score, followed by Dexterity. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

","chat":"","unidentified":""},"levelsTable":{"value":"
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Force Recovery841st
2nd+2Force-Empowered Casting, Force Shield981st
3rd+2Consular Tradition, Hidden Force11122nd
4th+2Ability Score Improvement12162nd
5th+3-14203rd
6th+3Tradition feature15243rd
7th+3-17284th
8th+3Ability Score Improvement18324th
9th+4-20365th
10th+4Tradition feature21405th
11th+4-23446th
12th+4Ability Score Improvement24486th
13th+5-26527th
14th+5Tradition feature27567th
15th+5-29608th
16th+5Ability Score Improvement30648th
17th+6-32689th
18th+6Tradition feature33729th
19th+6Ability Score Improvement34769th
20th+6One with the Force35809th
"},"source":"PHB","levels":1,"archetype":"","hitDice":"d6","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Consular
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Force Recovery841st
2nd+2Force-Empowered Casting, Force Shield981st
3rd+2Consular Tradition, Hidden Force11122nd
4th+2Ability Score Improvement12162nd
5th+3-14203rd
6th+3Tradition feature15243rd
7th+3-17284th
8th+3Ability Score Improvement18324th
9th+4-20365th
10th+4Tradition feature21405th
11th+4-23446th
12th+4Ability Score Improvement24486th
13th+5-26527th
14th+5Tradition feature27567th
15th+5-29608th
16th+5Ability Score Improvement30648th
17th+6-32689th
18th+6Tradition feature33729th
19th+6Ability Score Improvement34769th
20th+6One with the Force35809th
\n
\n
\n

Class Features

\n

As a Consular, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d6 per Consular level

\n

Hit Points at 1st Level: 6 + your Constitution modifier

\n

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

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple lightweapons, simple vibroweapons

\n

Tools: None

\n

Saving Throws: Wisdom, Charisma

\n

Skills: Choose two from Deception, Insight, Intimidation, Investigation, Lore, Medicine, and Persuasion.

\n

Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Consular5d4 x 100 cr
\n

 

\n

Forcecasting

\n

In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 8 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the consular class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your consular level x 4, as shown in the Force Points column of the consular class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the consular class table.

\n

You may only cast force powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n

Force Recovery

\n

Also at 1st level, you have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of force points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again.

\n

Force-Empowered Casting

\n

At 2nd level, you gain the ability to twist your powers to suit your needs. When you cast a force power, you can expend additional force points to modify the power. You gain two of the following Empowerment options of your choice. You gain another one at 10th and 17th level.

\n

You can use only one Empowerment option on a power when you cast it, unless otherwise noted.

\n

Careful Power

\n

When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

\n

Distant Power

\n

When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.

\n

When you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.

\n

Extended Power

\n

When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.

\n

Heightened Power

\n

When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

\n

Improved Power

\n

When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.

\n

You can use Improved Power even if you have already used a different Empowerment option during the casting of the power.

\n

Lingering Power

\n

When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

\n

Pinpoint Power

\n

When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

\n

Quickened Power

\n

When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

\n

Refocused Power

\n

When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw. You can use this option even if you have already used a different Empowerment option during the casting of the power.

\n

Twinned Power

\n

When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

\n

Force Shield

\n

Also at 2nd level, you learn how to defend yourself purely through your strength with the Force. When you are hit by an attack, you can use your reaction to shroud yourself in Force energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice, a minimum of +1). This includes the triggering attack.

\n

You can use this feature twice. You gain an additional use at 5th, 11th, and 17th level in this class. You regain all expended uses when you finish a long rest.

\n

Force Affinity

\n

When you reach 3rd level, you've developed an affinity for one of the three aspects of the Force: the Ashla, the Bendu, or the Bogan. Choose one from the following:

\n

Ashla

\n

When you successfully cast a light side power, either your or the target's (your choice) hit point maximum and current hit points increase by an amount equal to the power’s level. This effect lasts for 1 minute. You can only have one instance of this effect active at a time.

\n

Bendu

\n

You can add both your Wisdom and Charisma modifier to your maximum number of force points, instead of just one.

\n

Bogan

\n

When you roll a 1 on a damage die for a dark side power, you can reroll the die and must use the new roll, even if the new roll is a 1.

\n

Consular Tradition

\n

When you reach 3rd level, you choose a consular tradition, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.

\n

Hidden Force

\n

Also at 3rd level, you learn how to conceal the casting of your force powers. When you cast a force power, you can choose to conceal the presence of that casting from others. A creature that sees you cast the force power can make an Investigation (Intelligence) check against your universal force save DC. On a success, they can determine that you used the Force in some way. If a creature has the force sight force power active, they automatically succeed on this check. A creature that can not see you automatically fails this check.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

One with the Force

\n

At 20th level, your attunement to the Force is absolute. Your Wisdom or Charisma score increases by 4, and your maximum for this score increases by 4. Additionally, you gain mastery over a single force power, and can cast it with little effort. Choose one 3rd-level force power that you know as your signature power. You can cast it once at 3rd level without expending force points. When you do so, you can’t do so again until you finish a short or long rest.

\n

If you want to cast it at a higher level, you must expend force points as normal.

"},"className":{"value":"Consular"},"atFlavorText":{"value":"

Consular Traditions

\n

Different consulars select different traditions, called Ways, to follow as they hone their powers. Your tradition grants you features at 3rd, 6th, 10th, 14th, and 18th level.

\n

@Compendium[sw5e.archetypes.kqAxtz1x4ydhppPG]{Way of Balance}

\n

@Compendium[sw5e.archetypes.Lz0gdQ5ou3k5E7Fo]{Way of Confluence}

\n

@Compendium[sw5e.archetypes.Y1JjyA1CuOSRCjAb]{Way of Endurance}

\n

@Compendium[sw5e.archetypes.e1tObWwWnq5gt9zE]{Way of Lightning}

\n

@Compendium[sw5e.archetypes.q208WP2Lacp7dG6v]{Way of Manipulation}

\n

@Compendium[sw5e.archetypes.6JrXY2jDqQiuuUGq]{Way of Negation}

\n

@Compendium[sw5e.archetypes.Wdi8eckrcxpxQL3p]{Way of Suggestion}

\n

@Compendium[sw5e.archetypes.r7BKY5yWig2vhW5i]{Way of Telekinetics}

\n

@Compendium[sw5e.archetypes.FLN1Vqb53UECBMVu]{Way of the Sage}

\n

@Compendium[sw5e.archetypes.12fYGPcLSITUYHMK]{Way of the Seer}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightweapons","mode":"+","targetSpecific":false,"id":1,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Abilities Charisma Proficiency"},{"modSpecKey":"data.abilities.wis.proficient","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Consular.webp","effects":[]} +{"_id":"Q14Bi1e8iFPQYbpz","name":"Berserker","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A massive wookiee hunter prowls through the forest, hefting his vibroaxe. With a roar he charges at the pair of trandoshans who dared poach his kin.

\n

A gamorrean snarls at the latest challenger to his authority over their savage tribe, ready to break his neck with his bare hands as he did to the last six rivals.

\n

Frothing at the mouth, a nikto slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.

\n

These berserkers, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For every berserker, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

\n

Primal Instinct

\n

People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a berserker, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature, keen instincts, primal physicality, and ferocious rage. Berserkers are uncomfortable when hedged in by walls and crowds. They thrive where the civilized don't.

\n

Berserkers come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A berserker can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.

\n

A Life of Danger

\n

Not every person deemed \"berserker\" by scions of civilized society has the berserker class. A true berserker among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Berserkers charge headlong into that danger so that their people don't have to.

\n

Their courage in the face of danger makes berserkers perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a berserker. Some berserkers miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.

\n

Creating a Berzerker

\n

When creating a berserker character, think about where your character comes from and his or her place in the world. Talk with your GM about an appropriate origin for your berserker. Did you come from a remote planet, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where berserkers are common?

\n

What led you to take up the adventuring life? Were you lured to settled planets by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to \"civilized\" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority?

\n

Quick Build

\n

You can make a berserker quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the @Compendium[sw5e.backgrounds.1auJD75qZvgEEUdq]{Mercenary} background.

","chat":"","unidentified":""},"levelsTable":{"value":"
LevelProficiency BonusFeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Berserker Approach3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path Feature4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path Feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4
"},"source":"PHB","levels":1,"archetype":"","hitDice":"d12","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":"
AUGMENTED APPROACH

\n

The Augmented Approach is for those who seek to increase their prowess through cybernetic enhancement. Some who take this path go so far they are left with little more than the memory of the body they once owned, all to achieve in combat what they cannot with a body made of flesh and bone.

\n

Basic Cybernetics

\n

When you choose this approach at 3rd level, you learn the mending and analyse tech powers and can cast them without the use of a wristpad or spending tech points. You can cast analyse this way a number of times equal to your Constitution modifier (minimum of one). You regain all expended uses when you complete a long rest.

\n

Overdrive Enhancement

\n

Also at 3rd level, you gain a cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 100 credits and takes 8 hours.

\n

Dermal Armor

\n

While raging you have resistance to all damage except psychic damage.

\n

Morbid Protrusions

\n

While raging, your unarmed strike deals 1d4 + Strength modifier kinetic damage and when you take the Attack action and attack with a melee weapon or unarmed strike, you can use a bonus action to make an unarmed attack. \\r\\n\\r\\nThis unarmed attack die increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.\\r\\n\\r\\n#### Pressurised Limbs\\r\\nWhile raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Consitution modifier (minimum of one). You regain all expended uses when you complete a long rest.\\r\\n\\r\\n#### Twitchlock Actuators\\r\\nWhile you're raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.\\r\\n\\r\\n### Support Enhancement\\r\\nAt 6th level you gain an additional cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 600 credits and takes 8 hours.\\r\\n\\r\\n#### Body Sculpting\\r\\nYou gain proficiency in two skills of your choice from Athletics, Acrobatics, Stealth, and Sleight of Hand.\\r\\n\\r\\n#### Holdout Cavity\\r\\nYou have a shielded compartment built into your body that can be used to store and hide a light weapon or item of similar size.\\r\\n\\r\\n#### Krykna Anchors\\r\\nYou gain a climbing speed equal to your movement speed.\\r\\n\\r\\n#### Panspectral Optics\\r\\nYou can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.\\r\\n\\r\\n#### Support Structure\\r\\nYour carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.\\r\\n\\r\\n### More Machine than Man\\r\\nStarting at 10th level, your cybernetics allow you to become immune to poison and disease. Additionally, you ignore unenhanced difficult terrain.\\r\\n\\r\\n### Final Enhancement\\r\\nAt 14th level you gain a final cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 2000 credits and takes 8 hours.\\r\\n\\r\\n#### Holoskin Emitters\\r\\nWhile you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.\\r\\n\\r\\n#### Hydraulic Overrides\\r\\nWhile you're raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.\\r\\n\\r\\n#### Integrated Boosters\\r\\nWhile raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\\r\\n\\r\\n#### Ysalamir Capacitor Mesh\\r\\nWhen you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power's caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Berserker
LevelProficiency BonusFeaturesRagesRage DamageBerserker Instincts
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Berserker Instincts2+22
3rd+2Danger Sense, Berserker Approach3+22
4th+2Ability Score Improvement3+22
5th+3Extra Attack, Fast Movement3+22
6th+3Path feature4+22
7th+3Feral Impulse4+23
8th+3Ability Score Improvement4+23
9th+4Brutal Critical (1 die)4+33
10th+4Path Feature4+33
11th+4Relentless Rage4+33
12th+4Ability Score Improvement5+33
13th+5Brutal Critical (2 dice)5+34
14th+5Path Feature5+34
15th+5Persistent Rage5+34
16th+5Ability Score Improvement5+44
17th+6Brutal Critical (3 dice)6+45
18th+6Indomitable Might6+45
19th+6Ability Score Improvement6+45
20th+6Primal ChampionUnlimited+45
\n
\n
\n

 

\n

Class Features

\n

As a Berserker, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d12 per Berserker level

\n

Hit Points at 1st Level: 12 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per berserker level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All vibroweapons, simple blasters

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

\n

Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealthusing the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Berserker5d4 x 100 cr
\n


Rage

\n

Beginning at 1st level, in battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action, if you aren't wearing heavy armor.

\n

While raging, you gain the following benefits:

\n\n

If you are able to cast powers, you can't cast them or concentrate on them while raging.

\n

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

\n

Once you have raged the number of times shown for your berserker level in the Rages column of the Berserker table, you must finish a long rest before you can rage again.

\n

Unarmored Defense

\n

Also at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

\n

Reckless Attack

\n

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

\n

Berserker Instincts

\n

Also at 2nd level, you've honed two instincts, as detailed at the end of the class description. You hone an additional instinct at 7th, 13th, and 17th level.

\n

Danger Sense

\n

At 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

\n

You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can't be blinded, deafened, or incapacitated.

\n

Berserker Approach

\n

Also at 3rd level, you choose an approach that shapes the nature of your rage which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Feral Impulse

\n

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

Additionally, if you are surprised at the start of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

\n

Brutal Critical

\n

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

\n

Relentless Rage

\n

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

\n

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

\n

Persistent Rage

\n

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

\n

Indomitable Might

\n

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

\n

Primal Champion

\n

At 20th level, you embody the power of the wilds. Your Strength or Dexterity score increases by 2, and your Consitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action.

\n

Berserker Instincts

\n

The instincts are presented in alphabetical order. If an instinct has prerequisites, you must meet them to learn it. You can learn an instinct at the same time you meet its prerequisites.

\n

Acklay’s Instinct

\n

While raging, you have advantage on Constitution saving throws.

\n

Bantha’s Instinct

\n

Prerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

\n

Blurrg’s Instinct

\n

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated.

\n

Boggdo’s Instinct

\n

Prerequisite: 13th level
While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

\n

Chirodactyl’s Instinct

\n

Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren’t deafened.

\n

Dewback’s Instinct

\n

Choose three damage types. While raging, you have resistance to the chosen damage types.

\n

Fighter’s Instinct

\n

You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n

Fyrnock’s Instinct

\n

While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n

Hawk’s Instinct

\n

Prerequisite: 7th level
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

\n

Katarn’s Instinct

\n

You gain a climbing speed equal to your movement speed.

\n

Llothcat’s Instinct

\n

While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.

\n

Predator’s Instinct

\n

Your speed increases by 10 feet.

\n

Rancor’s Instinct

\n

Prerequisite: 13th level
While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

\n

Tactician’s Instinct

\n

When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

\n

Tracker’s Instinct

\n

Prerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

\n

Terentatek’s Instinct

\n

Prerequisite: 13th level
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

\n

Varactyl’s Instinct

\n

Prerequisite: 13th level
While raging, you have advantage Dexterity checks, your attack rolls can’t suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

"},"className":{"value":"Berzerker"},"atFlavorText":{"value":"

Berserker Approaches

\n

For berserkers, rage is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Your approach grants you features at 3rd, 6th, 10th, and 14th level.

\n

@Compendium[sw5e.archetypes.PCwepUZqHYlxr4T3]{Addicted Approach}

\n

@Compendium[sw5e.archetypes.hlZPMF7NjGemaw66]{Ballistic Approach}

\n

@Compendium[sw5e.archetypes.cjI8o9tAfKsuSGAP]{Bloodstorm Approach}

\n

@Compendium[sw5e.archetypes.XxG8t5Tr9agbjytr]{Brawling Approach}

\n

@Compendium[sw5e.archetypes.bBMsNrnCUOXGfb0h]{Cyclone Approach}

\n

@Compendium[sw5e.archetypes.4zUolY92dTrk3e5B]{Frenzied Approach}

\n

@Compendium[sw5e.archetypes.jEXfkSLXZvy0BQG7]{Industrial Approach}

\n

@Compendium[sw5e.archetypes.QRwypM2cIYxW0NVN]{Juggernaut Approach}

\n

@Compendium[sw5e.archetypes.Fo2ZNwCWXfWuDJji]{Marauder Approach}

\n

@Compendium[sw5e.archetypes.q4cqalPyT4rkroVr]{Precision Approach}

\n

@Compendium[sw5e.archetypes.pSIVnxwvRlyNoFM4]{Warchief Approach}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":4,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Classes/Berserker.webp","effects":[]} +{"_id":"X7aZfupQsjnLVS8D","name":"Guardian","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A dark-skinned human quickly runs down a corridor, the metal armor under his grey cloak clanking with each step. He rounds the corner into the prison while the lights and power are still out, urging the weakened prisoners to escape. Just then a handful of slavers arrive and ready their blasters. The man draws and ignites a white-bladed lightsaber, ready to die for the strangers behind him.

\n

A sith pureblood, clad head to toe in black and red armor, charges towards a line of soldiers. Shot after shot deflects off his armor until he reaches his prey, where he unleashes his fury in a series of devastating lightsaber sweeps.

\n

A zabrak general dramatically leaps to his soon-to-be overrun squad, landing with a flurry of lightsaber attacks. At the arrival of this powerful Jedi, the attackers fall back.

\n

Guardians are the master of the art of lightsaber combat. They focus on utilizing the everpresent power of the Force to enable devastating attacks, often single-handedly turning the tide of battle.

\n

Protector or Destroyer

\n

An unstoppable agent of the Force, the guardian channels the power flowing through him into his weapons. Their skills with a lightsaber are unrivalled. Subduing their enemies and bolstering their allies, the guardian uses the Force to control what happens around them.

\n

Natural Leaders

\n

The guardian’s command of the Force lends them a powerful presence. Whether through fear and intimidation or respect and admiration, the guardian is one of the greatest generals on the battlefield. They are a symbol of power to their followers.

\n

While creating your guardian, consider your attraction to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Are you a soldier tapping into a latent Force-sensitivity? Were you trained in the force from a young age, or did you discover it as an adult? How do you treat those weaker than you? What was your family like? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a guardian quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":""},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Guardian
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power LevelFocused Strikes
1st+2Forcecasting, Channel the Force521st-
2nd+2Force-Empowered Strikes, Fighting Style741st2d8
3rd+2Guardian Aura, Guardian Focus961st2d8
4th+2Ability Score Improvement1081st2d8
5th+3Extra Attack12102nd3d8
6th+3Force Purity13122nd3d8
7th+3Focus feature14142nd3d8
8th+3Ability Score Improvement15162nd3d8
9th+4Guardian Aura (15-foot radius)17183rd4d8
10th+4Guardian Aura (two auras)18203rd4d8
11th+4Improved Force-Empowered Strikes19223rd4d8
12th+4Ability Score Improvement20243rd4d8
13th+5-22264th5d8
14th+5Cleansing Touch23284th5d8
15th+5Focus feature24304th5d8
16th+5Ability Score Improvement25324th5d8
17th+6Guardian Aura (30-foot radius)27345th6d8
18th+6Guardian Aura (three auras)28365th6d8
19th+6Ability Score Improvement29385th6d8
20th+6Focus feature30405th6d8
\n
\n
\n

Class Features

\n

As a Guardian, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Guardian level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per guardian level after 1st.

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All lightweapons, all vibroweapons

\n

Tools: None

\n

Saving Throws: Constitution, Charisma

\n

Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Lore, Perception, Persuasion, and Piloting

\n

Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Guardian8d4 x 100 cr
\n

 

\n
\n

Forcecasting

\n

Beginning at 1st level, in your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 5 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the guardian table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your guardian level x 2, as shown in the Force Points column of the guardian table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the guardian table.

\n

You may only cast force powers at 5th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n

Channel the Force

\n

You know how to channel the Force to create a unique effect. You start with your choice from two such effects: Cause Harm and Lend Aid. At 3rd level, your Guardian Focus grants you an additional effect. When you use your Channel the Force, you choose which effect to create.

\n

Some Channel the Force effects require saving throws. When you use such an effect from this class, the DC equals your universal force save DC.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Cause Harm

\n

As an action, you can expend a use of your Channel the Force to sap the life from a hostile creature you can see within 60 feet. That creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your guardian level + your Charisma modifier (minimum of one), or half as much on a successful one.

\n

Lend Aid

\n

As a bonus action, you can expend a use of your Channel the Force and touch a beast or humanoid within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of one). Alternatively, if the beast or humanoid is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

Force-Empowered Strikes

\n

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

\n

Fighting Style

\n

Also at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

\n

Guardian Aura

\n

When you reach 3rd level, you gain an aura of your choice, as detailed at the end of the class description. You gain an additional aura at 10th and 18th level.

\n

Guardian Focus

\n

Also at 3rd level, you begin to focus your studies on a specific lightsaber form, which is detailed at the end of the class description. Your focus grants you features at 3rd level and again at 7th, 15th, and 20th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Force Purity

\n

By 6th level, the Force flowing through you makes you immune to poison and disease.

\n

Improved Force-Empowered Strikes

\n

By 11th level, you are so in tune with the Force that all your melee weapon strikes carry the power of the Force with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Strikes with an attack, you add this damage to the extra damage of your Force-Empowered Strikes. The damage is the same type as the weapon's damage.

\n

Cleansing Touch

\n

Beginning at 14th level, you can use your action and expend a use of your Channel the Force ability to end one force power on yourself or on one willing creature that you touch.

\n

Guardian Auras

\n

The auras are presented in alphabetical order. If multiple guardians grant the same aura, affected creatures can only benefit from it once. You must be conscious to grant the benefits of your auras.

\n

At 9th level, the range of these auras increases to 15 feet, and at 17th level, the range of these auras increases to 30 feet.

\n

Aura of Conquest

\n

Whenever a creature who is frightened of you starts its turn within 5 feet of you, its speed is reduced to 0 and that creature takes psychic damage equal to half your guardian level.

\n

Aura of Conviction

\n

You and friendly creatures within 5 feet of you have advantage on saving throws against effects that would cause you to be charmed or frightened.

\n

Aura of Hatred

\n

You and friendly creatures within 5 feet of you gain a bonus to the first melee weapon damage rolls you make each round equal to your Charisma modifier (minimum of +1).

\n

Aura of Presence

\n

Whenever you or a friendly creature within 5 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (minimum of +1).

\n

Aura of Protection

\n

Whenever a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

\n

Aura of Vigor

\n

Whenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).

\n

Aura of Warding

\n

You and friendly creatures within 5 feet of you have resistance to damage from force powers.

\n
"},"className":{"value":"Guardian"},"atFlavorText":{"value":"

Guardian Foci

\n

Different guardians focus on different lightsaber styles, called Forms, as they hone their powers. Your focus grants you features at 3rd, 7th, 15th, and 20th level.

\n

@Compendium[sw5e.archetypes.cROcc25Zj1MT6Yf6]{Form I: Shii-Cho}

\n

@Compendium[sw5e.archetypes.rW7zqxiNXePBLnui]{Form II: Makashi}

\n

@Compendium[sw5e.archetypes.ECxUMB1p8nu6WAGL]{Form III: Soresu}

\n

@Compendium[sw5e.archetypes.9Hva27QHj2ruQXTA]{Form IV: Ataru}

\n

@Compendium[sw5e.archetypes.i0AaMWBnSREQdQsg]{Form V: Shien/Djem So}

\n

@Compendium[sw5e.archetypes.w1XQ5LzJNpk6PT0F]{Form VI: Niman}

\n

@Compendium[sw5e.archetypes.3yOiMsM439IfwEBm]{Form VII: Juyo/Vapaad}

\n

@Compendium[sw5e.archetypes.t5LS6epj3270S38n]{Form VIII: Sokan}

\n

@Compendium[sw5e.archetypes.ucmQpCjxdEN6tpxD]{Form IX: Tràkata}

\n

@Compendium[sw5e.archetypes.pr7Xe82MOaof0IXj]{Form X: Jar'Kai}

\n

@Compendium[sw5e.archetypes.VXmVX5a3ac4kKAIT]{Ysannanite Form}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all lightweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Classes/Guardian.webp","effects":[]} +{"_id":"XZhWixwwCdFfnhoT","name":"Engineer","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Flinching occasionally as a blaster bolt hits the nearby bulkhead, a Sullustan mechanic quickly solders a large wire. He peers through his tinted goggles, ignoring the shouts of his ship captain as the enemy descends on the hanger. Finally he shouts with pride as the repaired coupling powers up, causing the frigate to hum with energy. He gathers his tools and runs into the ship moments before it finally takes off.

\n

Inside, the human captain jumps into the cockpit. She nods to her droid co-pilot, who quickly begins charting a course home. Before the calculations can be completed, enemy Starfighters scream in from the clouds. The pilot rolls the ship, nimbly evading incoming fire. She reroutes the power to shields, leaving just enough for astronavigation. Just as the energy reserves near depletion, the exosphere and stars beyond blur into streaks of light. In a flash, they warp to safety.

\n

A Cerean officer surveys the battlefield, looking for weaknesses. When he identifies a potential problem, he keys in a quick combination in his wristpad. In a blink, a custom suit of armor assembles itself around him. As the helmet locks into place, the officer leaps into the air, flying overhead and raining destruction on the opposition.

\n

Every machine needs an engineer to run it, and a living crew is no different. Engineers are the experts and professionals who rely on skill, bravery, and their tools to survive and keep others alive. While they do not claim to be fighters, their mere presence can turn the tide of battle or simply keep operations running.

\n

Behind the Curtain

\n

While perhaps not as intimidating as a heavily-armored trooper, or as exotic as a lighsaber-wielding guardian, engineers are no less vital to group dynamic. They are armorers and gunsmiths, electricians and welders, or any other facet to be found in facilities across the galaxy. Their work, often unsung, is what keeps starships (and their crew) intact.

\n

Unflappable

\n

It takes bravery for a soldier to enter a battlefield. It perhaps takes more for someone who is unarmed, and untrained in combat, to do the same. Engineers put their lives on the line for a living, whether by choice or acknowledging their plights as an occupational hazard. Whether they come from an elite training academy or learned their talents surviving in the slums, they are no strangers to danger and conflict.

\n

While creating your engineer character, consider what your primary skill set is and how you use it. You could be a street-smart mechanic who taught yourself how to fix swoop bikes as a teenager. Perhaps you are the recent graduate of an esteemed medical college, or a rookie pilot in the fledgling Rebel Alliance. What is the number one skill you are known for? Why are you willing to enter battles when you have no combat training? How do you view the more adventurous members of your group, and how do they see you and your role?

\n

Quick Build

\n

You can make an engineer quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Constitution. Second, choose the @Compendium[sw5e.backgrounds.zjfwlWucPUtTTuQo]{Scientist} background.

","chat":"","unidentified":""},"levelsTable":{"value":"\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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 BonusFeaturesTech Powers KnownTech PointsMax Power LevelModification Slots
1+2Techcasting, Potent Aptitude (d6)621st-
2+2Infuse Item, Tool Expertise741st-
3+2Engineering Discipline962nd4
4+2Ability Score Improvement1082nd4
5+3Potent Aptitude (d8), Quick Thinking11103rd5
6+3Engineering Discipline feature12123rd5
7+3-13144th5
8+3Ability Score Improvement14164th6
9+4-15185th6
10+4Potent Aptitude (d10)16205th6
11+4-17226th7
12+4Ability Score Improvement18246th7
13+5-19267th7
14+5Engineering Discipline feature20287th8
15+5Potent Aptitude (d12)21308th8
16+5Ability Score Improvement22328th8
17+6-23349th9
18+6Engineering Discipline feature24369th9
19+6Ability Score Improvement25389th9
20+6Tech Mastery26409th9
"},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","damage":{"parts":[]},"attributes":{"spelldc":10},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Engineer
LevelProficiency BonusFeaturesTech Powers KnownTech PointsMax Power LevelPotent AptitudeModification Slots
1+2Techcasting, Potent Aptitude 621std4-
2+2Infuse Item (+1), Tool Expertise741std4-
3+2Engineering Discipline962ndd44
4+2Ability Score Improvement1082ndd44
5+3Quick Thinking12103rdd65
6+3Engineering Discipline feature13123rdd65
7+3-15144thd65
8+3Ability Score Improvement16164thd65
9+4-18185thd86
10+4Infuse Item (+2)19205thd86
11+4-21226thd87
12+4Ability Score Improvement22246thd87
13+5-23267thd108
14+5Engineering Discipline feature24287thd108
15+5Infuse Item (+3)25308thd108
16+5Ability Score Improvement26328thd108
17+6-27349thd129
18+6Engineering Discipline feature28369thd129
19+6Ability Score Improvement29389thd129
20+6Tech Mastery30409thd129
\n
\n
\n

Class Features

\n

As a Engineer, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Engineer level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

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

\n

Proficiencies

\n
Armor: Light armor\n

Weapons: Simple blasters, simple vibroweapons

\n

Tools: Tinker's tools, and one of your choice

\n

Saving Throws: Constitution, Intelligence

\n

Skills: Choose three from Investigation, Lore, Medicine, Nature, Piloting, and Technology

\n

Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Engineer6d4 x 100 cr
\n
\n

Techcasting

\n

Beginning at 1st level, during your training you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 6 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the engineer table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to your engineer level x 2, as shown in the Tech Points column of the engineer table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the engineer class table.

\n

You may only cast tech powers at 6th, 7th, 8th, and 9th level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) or your tool proficiencies granted by this class as a techcasting focus for your tech powers.

\n

Potent Aptitude

\n

Also at 1st level, your technological experience lends you an uncommon insight that you can use to bolster your allies. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Potent Aptitude die, a d4. This die changes as you gain engineer levels, as shown in the Potent Aptitude column of the engineer table.

\n

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Potent Aptitude die, but must decide before the GM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost.

\n

A creature can have only one Potent Aptitude die at a time.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Your Potent Aptitude die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

\n

Infuse Item

\n

At 2nd level, you gain the ability to temporarily enhance a weapon or armor. At the end of a long rest, you can touch one unenhanced object that is a suit of armor, a shield, or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes an enhanced item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.

\n

Once you've used this feature, you can't use it again until you finish a long rest.

\n

This bonus increases to +2 at 10th level and +3 at 15th level.

\n

Tool Expertise

\n

Also at 2nd level, you gain expertise in any tool proficiencies you gain from this class.

\n

Engineering Discipline

\n

Starting at 3rd level, you begin to focus on a specific engineering discipline, which is detailed at the end of the class description. Your discipline grants you features at 3rd level and again at 6th, 14th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Quick Thinking

\n

Beginning when you reach 5th level, you regain all of your expended uses of Potent Aptitude when you finish a short or long rest.

\n

Tech Mastery

\n

At 20th level, your mastery of technology is unrivaled. Your Constitution and Intelligence scores increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.

\n
"},"className":{"value":"Engineer"},"atFlavorText":{"value":"

Engineering Disciplines

\n

The wide range of tool applications gives birth to well defined distinctions between different engineering disciplines. Each discipline focuses on maximizing the personal use of a certain tool. Your discipline grants you features at 3rd, 6th, 14th, and 18th level.

\n

@Compendium[sw5e.archetypes.2Cloz2rrPw76ACn0]{Armormech Engineering}

\n

@Compendium[sw5e.archetypes.Mbe9qsurpJ0mb4F2]{Armstech Engineering}

\n

@Compendium[sw5e.archetypes.F3eJbFw1kKde9Zg9]{Artificer Engineering}

\n

@Compendium[sw5e.archetypes.avFn1m9oUpDgKAAF]{Astrotech Engineering}

\n

@Compendium[sw5e.archetypes.UsIUJiNPmFWbEgjK]{Audiotech Engineering}

\n

@Compendium[sw5e.archetypes.uqpzyWm3JoIJlHrb]{Biochem Engineering}

\n

@Compendium[sw5e.archetypes.m0oQQxDCTO6nqWnz]{Cybertech Engineering}

\n

@Compendium[sw5e.archetypes.SsvsNMkJX1wW2rs6]{Gadgeteer Engineering}

\n

@Compendium[sw5e.archetypes.KDx2Pjxk4RZQD05d]{Unstable Engineering}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":2,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.toolProf.value","value":"tin","mode":"+","targetSpecific":false,"id":4,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.int.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Engineer.webp","effects":[]} +{"_id":"glPjmRU5IT8dn4GW","name":"Scholar","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

An overwhelming horde of tusken raiders bears down on a chiss and her fellow adventurers. She gives the order and her allies unleash a single coordinated attack cutting deep into their lines. Under her command the enemy is quickly routed against all odds, all according to plan.

\n

Deep within the once thought abandoned ruins, a nautolan tends to his companions wounds as they rest. Countless long nights of study and training have conditioned him to keep going even when all others have exhausted themselves. He will see them through this.

\n

A twi’lek in fine vestments addresses a gathering crowd. What was the making of an angry mob begins to disperse, his mere presence putting them at ease, giving his companions time to make their escape.

\n

Scholars are master of the mundane arts, using methodical practices to turn the tables to their advantage. From years of study and testing, scholars take in the situation around them and quickly formulate the means to achieve whatever they have minds set to. Whatever pursuit they follow, a scholar will have a plan for anything that comes their way.

\n

The Pursuit of Knowledge

\n

A true scholar is never satisfied. They are always seeking out a new answer to a new question. This often goes hand-in-hand with seeking a life of adventure, to explore new, hidden areas, or accompany those that do. The life of a scholar often times begins in the mundane, as a teacher or sage. Sometimes they serve as doctors, diplomats, or as officers in the military.

\n

To Learn, To Know

\n

For scholars, mundane life is often too slow. When life becomes stagnant or when an answer cannot be found, the call to adventure rings louder. Scholars will often go to ancient, forgotten, and often dangerous places to find something to quench their thirst for knowledge.

\n

As you create a scholar, it's important to think of where you gained your knowledge. Did you serve as an apprentice under a master? Did you attend college or other formal education? Perhaps you gained it on your own, searching out and pouring over dusty tomes found in forgotten places. Where did your thirst for knowledge come from? Insatiable curiosity? Always wanting to know the right answer? Or do you have something to prove? Think about what field you wish to pursue and think of what is driving you in that direction.

\n

Quick Build

\n

You can make a scholar quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Dexterity. Second, choose the @Compendium[sw5e.backgrounds.aiBPuaLODR08hveu]{Noble} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Scholar
LevelProficiency BonusFeaturesAcademic SuperioritySuperiority DiceManeuvers KnownDiscoveries
1st+2Academic Superiority, Critical Analysisd422-
2nd+2Discovery, Sage Advice (long rest)d4222
3rd+2Expertise, Academic Pursuitd4444
4th+2Ability Score Improvementd4444
5th+3Multitaskerd6445
6th+3Pursuit featured6445
7th+3-d6665
8th+3Ability Score Improvementd6665
9th+4Pursuit featured8666
10th+4Expertised8666
11th+4-d8887
12th+4Ability Score Improvementd8887
13th+5Sage Advice (short rest)d10888
14th+5Calm and Collectedd10888
15th+5-d1010108
16th+5Ability Score Improvementd1010108
17th+6Pursuit featured1210109
18th+6Adaptable Intellectuald1210109
19th+6Ability Score Improvementd1210109
20th+6Knowledge Unboundd1210109
\n
\n
\n

Class Features

\n

As a Scholar, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Scholar level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

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

\n

Proficiencies

\n

Armor: Light armor

\n

Weapons: Simple blasters, simple vibroweapons, techblades

\n

Tools: Any one

\n

Saving Throws: Wisdom, Intelligence

\n

Skills: Choose three from Deception, Insight, Intimidation, Investigation, Lore, Medicine, Nature, Persuasion, and Survival

\n

Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Scholar6d4 x 100 cr
\n

Academic Superiority

\n

Beginning at 1st level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers

\n

You know two maneuvers of your choice, which are detailed under “Maneuvers” below, and you earn more at higher levels, as shown in the Maneuvers Known column of the scholar class table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

\n

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

Superiority Dice

\n

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the scholar class table. This die changes as you gain scholar levels, as shown in the Academic Superiority column of the scholar class table. A superiority die is expended when you use it.

\n

You regain all of your expended superiority dice when you finish a short or long rest.

\n

Saving Throws

\n

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n

Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Maneuvers

\n

The maneuvers are presented in alphabetical order.

\n

Administer Aid

\n

As an action, you can expend a superiority die to tend to a creature you can touch. The creature regains a number of hit points equal to the number rolled + your Intelligence modifier.

\n

Assess the Situation

\n

You can expend one superiority die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the superiority die to the check.

\n

Crippling Strike

\n

When you hit a creature with a weapon attack, you can expend one superiority die to cripple the creature. You add the superiority die to the attack’s damage roll and the creature’s speed is reduced by 10 feet until the end of their next turn.

\n

Deliberate Movement

\n

You can expend one superiority die to take the Disengage action as a bonus action and ignore the effects of standard difficult terrain until the end of your turn.

\n

Exploit Weakness

\n

When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

\n

Goading Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n

Heads Up

\n

When a friendly creature who can see or hear you makes a saving throw, you can use your reaction and expend a superiority die, adding the number rolled to the result of the saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.

\n

Measured Action

\n

As a reaction when you make a roll for a contested skill check, you can expend a superiority die to add to the roll. You can use this maneuver before or after making the contested skill check roll, but before any effects of the contested skill check are determined.

\n

One Step Ahead

\n

When you roll initiative and you are not surprised, you can expend a superiority die and add the number rolled to your initiative.

\n

Targeted Strike

\n

When an ally makes an attack against a creature, you can use your reaction to expend a superiority die. You add the superiority die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.

\n

Critical Analysis

\n

At 1st level, you are able to analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your turn, you can analyze a target you can see within 60 feet of you. For the next minute, or until you analyze another target, you gain the following benefits:

\n\n

Discovery

\n

As you adventure, your studies have helped you discover new practices you can apply to your skills.

\n

At 2nd level, you master two discoveries of your choice. Your discovery options are detailed at the end of the class description. When you gain certain scholar levels, you gain additional discoveries of your choice, as shown in the Discoveries column of the scholar class table.

\n

Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

\n

Sage Advice

\n

When you reach 2nd level, you can spend 1 minute spreading your knowledge and experience, advising those around you. When you do so, choose a skill or tool you are proficient with and a number of friendly creatures up to your Intelligence modifier within 30 feet of you who can hear you and who can understand you. Once within the next hour, the next time each creature would make an ability check with the chosen skill or tool, they may add their proficiency bonus to the roll if they are not already proficient. A creature may only benefit from this feature once. If a creature is targeted by this feature again before using it, they can choose to retain the first benefit or replace it with the new skill or tool instead.

\n

Once you've used this feature, you can't use it again until you finish a long rest. Starting at 13th level, you regain the ability to use it after you complete a short or long rest.

\n

Expertise

\n

At 3rd level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

\n

Academic Pursuit

\n

At 3rd level, you dedicate your studies towards a pursuit, which is detailed at the end of the class description. The pursuit you choose grants you features at 3rd level, and again at 6th, 9th, and 17th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Multitasker

\n

Starting at 5th level, you can take a second reaction each round. You can only take one reaction per turn.

\n

Additionally, when a friendly creature you can see that can hear you is forced to make a saving throw, you can use your reaction to target them with your Critical Analysis feature.

\n

Calm and Collected

\n

Beginning at 14th level, when you make a saving throw from an effect you can see, you may gain a bonus to the saving throw equal to your Intelligence modifier.

\n

Once you have used this feature, you must wait until a short or long rest before using it again.

\n

Adaptable Intellectual

\n

At 18th level, you are able to effectively prepare for any mission on hand. At the end of a long rest, you may choose one of the discoveries you know and replace it with another discover that you could learn at that level.

\n

Knowledge Unbound

\n

When you reach 20th level, you are the pinnacle of your pursuit. Your Intelligence score increases by 4. Your maximum for that score increases by 4. Additionally, you can use any maneuver you know without expending a superiority die, rolling a d4 instead.

\n

Academic Pursuits

\n

Your pursuit is a representation of which fields you have studied or how you practically apply your knowledge.

\n

Discoveries

\n

The discoveries are presented in alphabetical order. If a discovery has prerequisites, you must meet them to learn it. If a discovery requires a level, you must be that level in this class to learn the discovery. You can learn the discovery at the same time you meet its prerequisites.

\n

Academic Memory

\n

You can recall anything you have read in the past month that you understand. This includes but is not limited to books, maps, signs, and lists.

\n

Adaptive

\n

Prerequisite: 15th level
When the target of your Critical Analysis feature is reduced to 0 hit points, you can use your reaction to change the target of your analysis to another creature within range.

\n

Ambassador

\n

You learn three additional languages of your choice.

\n

You my choose this discovery multiple times.

\n

Clever Applications

\n

You gain proficiency with improvised weapons, and they gain the finesse property for you. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage.

\n

You can use your Sage Advice feature to give friendly creatures improvised weapon proficiency if they don’t already have it, following the same rules of that feature as if it were a skill or tool. The friendly creatures retain this proficiency for the entire duration instead.

\n

Mental Prowess

\n

When you make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple a creature or break out of a grapple, net, and other restraining equipment, you can use your Intelligence modifier instead of Strength or Dexterity.

\n

Hardened Mind

\n

Prerequisite: 9th level
You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality.

\n

You also gain resistance to psychic damage.

\n

Lifelong Learning

\n

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

\n

Lingering Advice

\n

Prerequisite: 5th level
When you use your Sage Advice feature, the targeted creatures retain the benefit from your instruction for the full duration.

\n

Master’s Advice

\n

When you use your Sage Advice feature, the first time each targeted creature makes the chosen skill check, they gain an additional bonus to the roll equal to your Intelligence modifier.

\n

Perfect Maneuver

\n

Prerequisite: 15th level
When you roll a 1 on a superiority die, you can reroll the die and must use the new roll.

\n

Quick Analysis

\n

Prerequisite: 9th level
When you roll initiative and aren’t surprised, you can use your reaction to use your Critical Analysis feature.

\n

Reliable Sources

\n

Prerequisite: 9th level
When you make an Intelligence (Lore) or Intelligence (Nature) skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

\n

Resolute

\n

When you make a saving throw to resist charm and fear effects, you may add your Intelligence modifier to the roll.

\n

Running on Fumes

\n

You only need 4 hours of sleep to gain the benefit of a long rest.

\n

Additionally, you have advantage on saving throws against exhaustion.

\n

Survival Expert

\n

When you make a Survival skill check, you may use your Intelligence modifier instead of your Wisdom modifier.

\n

Additionally, you have advantage on saving throws against poison.

\n

Targeted Analysis

\n

Prerequisite: 5th level
Your attack rolls against the target of your critical analysis feature cannot suffer from disadvantage.

\n

Tech Amateur

\n

Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

\n

You can select this discovery multiple times. Each time you do so, you must choose a different power.

\n

Universal Language

\n

You can communicate simple ideas with any creature with an Intelligence score of 6 or higher through basic expressions and gestures.

"},"className":{"value":"Scholar"},"atFlavorText":{"value":"

Academic Pursuits

\n

Your pursuit is a representation of which fields you have studied or how you practically apply your knowledge. Your pursuit grants you features at 3rd, 6th, 9th, and 17th level.

\n

@Compendium[sw5e.archetypes.jTIquPrCJE4cdUTt]{Chef Pursuit}

\n

@Compendium[sw5e.archetypes.PI1B9vYofzCXU9so]{Doctor Pursuit}

\n

@Compendium[sw5e.archetypes.rhte8G7Duf9dtKLV]{Explorer Pursuit}

\n

@Compendium[sw5e.archetypes.lGoI3XalF3gv8el4]{Gambler Pursuit}

\n

@Compendium[sw5e.archetypes.nP8lpZPBh0HGKUJR]{Geneticist Pursuit}

\n

@Compendium[sw5e.archetypes.UZCwqqLLp7IBjqku]{Politician Pursuit}

\n

@Compendium[sw5e.archetypes.ovm5WJyAM317IC4K]{Slicer Pursuit}

\n

@Compendium[sw5e.archetypes.OZ0ln6ZxQgdEUxoy]{Tactician Pursuit}

\n

@Compendium[sw5e.archetypes.c89hsFFZG4WGlYcV]{Zoologist Pursuit}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":2,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"techblades","mode":"+","targetSpecific":false,"id":4,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.wis.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Abilities Wisdom Proficiency"},{"modSpecKey":"data.abilities.int.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Scholar.webp","effects":[]} +{"_id":"oWdjvPwScXkQxEzd","name":"Fighter","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A Trandoshan runs frantically across rooftops, constantly looking over his shoulder. As he prepares to leap a gap, a blaster bolt hits him in the back and renders him unconscious. His blurry vision barely makes out the figure of a masked woman who casually approaches, ready to collect her bounty.

\n

With his muscular arms held wide, a grizzled-looking Wookiee grins to his bloodthirsty crowd. He turns back to his arena opponent just in time to see the Besalisk take a swing. He ducks, punching the four-armed fighter in the gut. Two wild haymakers later, and he stands alone as the gladiatorial champion.

\n

Taking a deep breath, a Republic soldier looks out onto the war zone waging across the frozen surface of Ilum. He grips his blaster rifle tightly then, with a nod to the dozen squad-mates beside him, he charges onto the battlefield.

\n

Fighters combine discipline with martial skills to become the best pure warriors in the galaxy. Fighters can be stalwart defenders of those in need, cruel marauders, or brave advent-urers. They fight for glory, honor, to right wrongs, to gain power, to acquire wealth, or simple for the thrill of battle.

\n

All in a Day’s Work

\n

Many fighters see adventures, raids on enemy strongholds, and dangerous missions as their jobs. Some want to defend those who can’t defend themselves while others seek to use their muscle to carve their own place of importance in the galaxy. Fighters can take the form of guards, champions, bounty hunters, enforcers, mercenaries, freedom fighters, or simply armed explorers.

\n

Code Red

\n

Most fighters come to the profession after receiving at least some amount of formal training from a military organization. Some attend formal academies; others are self-taught and well tested. A fighter may have taken up his weapon to escape a mundane life while another may be following a proud family tradition. Whatever their origins, most fighters share an unshakeable loyalty. Fighters follow orders with little hesitation, as failure can often mean death.

\n

While creating your fighter character, consider where your loyalties lie. You could be part of a formal military, one of countless troopers fighting for your enterprise. Perhaps you are a gun-for-hire, traveling the galaxy in search of your next gig. What weapons do you prefer and specialize in? Who or what do you fight for? Do you have aspirations of a life beyond the battlefield, or have you been at war so long you know of nothing else?

\n

Quick Build

\n

You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Constitution. Second, choose the @Compendium[sw5e.backgrounds.6jOIxwB8TYnShEJJ]{Soldier} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
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The Fighter
LevelProficiency BonusFeaturesSuperiority DiceManeuvers Known
1st+2Fighting Style, Second Wind--
2nd+2Action Surge (one use), Combat Superiority22
3rd+2Fighter Specialty22
4th+2Ability Score Improvement22
5th+3Extra Attack22
6th+3Ability Score Improvement22
7th+3Fighter Specialty feature33
8th+3Ability Score Improvement33
9th+4Indomitable (one use)33
10th+4Fighter Specialty feature33
11th+4Greater Extra Attack34
12th+4Ability Score Improvement34
13th+5Indomitable (two uses)34
14th+5Ability Score Improvement34
15th+5Fighter Specialty feature45
16th+5Ability Score Improvement45
17th+6Action Surge (two uses), Indomitable (three uses)45
18th+6Fighter Specialty feature45
19th+6Ability Score Improvement45
20th+6Master of Combat45
\n
\n
\n

Class Features

\n

As a Fighter, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Fighter level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

\n

Proficiencies

\n

Armor: All armor

\n

Weapons: All blasters, all vibroweapons

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Lore, Insight, Intimidation, Perception, and Survival

\n

Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Fighter8d4 x 100 cr
\n

 

\n

Fighting Style

\n

Beginning at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n

Second Wind

\n

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

\n

Once you’ve used this feature, you must finish a short or long rest before you can use it again.

\n

Action Surge

\n

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

\n

Once you’ve used this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

\n

Combat Superiority

\n

Also at 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers

\n

You learn two maneuvers of your choice, which are detailed under “Maneuvers” below, and you earn more at higher levels, as shown in the Maneuvers Known column of the fighter class table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

\n

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

Superiority Dice

\n

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the fighter class table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

\n

Saving Throws

\n

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

\n

Maneuvers

\n

The maneuvers are presented in alphabetical order.

\n

Commander’s Strike

\n

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

\n

Disarming Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

\n

Distracting Strike

\n

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

\n

Evasive Footwork

\n

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

\n

Feinting Attack

\n

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

\n

Goading Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n

Lunging Attack

\n

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

\n

Maneuvering Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you.

\n

That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

\n

Menacing Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

\n

Parry

\n

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

\n

Precision Attack

\n

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

\n

Pushing Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

\n

Rally

\n

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

\n

Riposte

\n

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

\n

Sweeping Attack

\n

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

\n

Trip Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

\n

Fighter Specialty

\n

At 3rd level, you choose a specialty that you strive to emulate in your combat styles and techniques, which is detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Indomitable

\n

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

\n

Greater Extra Attack

\n

Beginning at 11th level, you can attack three times, instead of once, whenever you take the Attack action on your turn.

\n

Additionally, when you use a bonus action to engage in two-weapon fighting, you can make two attacks instead of one.

\n

Master of Combat

\n

At 20th level, you are the master of combat. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can attack four times, instead of once, whenever you take the Attack action on your turn.

"},"className":{"value":"Fighter"},"atFlavorText":{"value":"

Fighter Specialties

\n

Different fighters choose different approaches to perfecting their fighting prowess. The fighter specialty you choose to emulate reflects your approach. Your specialty grants you features at 3rd, 7th, 10th, 15th, and 18th level.

\n

@Compendium[sw5e.archetypes.6HRxOPMOmOiKmuIG]{Adept Specialist}

\n

@Compendium[sw5e.archetypes.vWCA4gae11g8s1xq]{Assault Specialist}

\n

@Compendium[sw5e.archetypes.7OqolLOiiu5K59rD]{Blademaster Specialist}

\n

@Compendium[sw5e.archetypes.V4vCxmTwJFxi0HGM]{Demolitions Specialist}

\n

@Compendium[sw5e.archetypes.dY9gPH2vjYpS9onW]{Enhancement Specialist}

\n

@Compendium[sw5e.archetypes.n46s1RsRnnQjxHvX]{Heavy Weapons Specialist}

\n

@Compendium[sw5e.archetypes.uV3tG38Fo7JAXF0W]{Mounted Specialist}

\n

@Compendium[sw5e.archetypes.zxnST2OeLGmt8buI]{Praetorian Specialist}

\n

@Compendium[sw5e.archetypes.huTTmKT9yzE89Go1]{Shield Specialist}

\n

@Compendium[sw5e.archetypes.SKluJRGJzsX03qlx]{Tactical Specialist}

\n

@Compendium[sw5e.archetypes.CRRgJPKHIHD72CEt]{Totem Specialist}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"hvy","mode":"+","targetSpecific":false,"id":3,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"shl","mode":"+","targetSpecific":false,"id":4,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":5,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":6,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Fighter%20Alt.webp","effects":[]} +{"_id":"wekZnR9jIMVn4Gfq","name":"Monk","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Her vibrostaff a blur as they deflect an incoming hail of blaster bolts, a human springs over a barricade and throws herself into the massed ranks of pirates on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.

\n

Taking a deep breath, a zabrak covered in tattoos settles into a battle stance. As the first charging mercenaries reach him, he exhales and a blast of negative energy courses from his hands, engulfing his foes.

\n

Moving with the silence of the night, a black-clad mirialan steps into a shadow beneath an arch and nimbly climbs to the balcony a stone’s throw above her. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the warlord, so vulnerable in the grip of sleep.

\n

Whatever their discipline, monks are united in their ability to harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

\n

The Power of Focus

\n

Monks make careful study of a mystical energy that most monastic orders call focus. This energy is an element of the power that suffuses the galaxy—specifically, the element that flows through living bodies. Monks harness this energy within themselves to create powerful effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of focus in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of focus gives them more power over their bodies and the bodies of their foes.

\n

Training and Asceticism

\n

Most monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other power.

\n

The majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or brigands.

\n

For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth.

\n

As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery's threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself? Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community's rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home? As a result of the structured life of a monastic community and the discipline required to harness focus, monks are typically lawful in alignment.

\n

Quick Build

\n

You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the @Compendium[sw5e.backgrounds.db.uIAswoyitMSQjwU6]{Agent} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
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The Monk
LevelProficiency BonusFeaturesMartial ArtsFocus PointsMonastic VowsUnarmored Movement
1st+2Martial Arts, Unarmored Defensed4---
2nd+2Focus, Monastic Vowsd422-
3rd+2Unarmored Movement, Deflect Missiles, Monastic Orderd432+10 ft.
4th+2Ability Score Improvement, Slow Falld442+10 ft.
5th+3Extra Attack, Stunning Striked652+15 ft.
6th+3Enhanced Strikes, Monastic Order featured662+15 ft.
7th+3Evasion, Stillness of Mindd673+15 ft.
8th+3Ability Score Improvementd683+15 ft.
9th+4Unarmored Movement Improvementd893+20 ft.
10th+4Ability Score Improvementd8103+20 ft.
11th+4Monastic Order featured8113+20 ft.
12th+4Ability Score Improvementd8123+20 ft.
13th+5Purity of Bodyd10134+25 ft.
14th+5Diamond Sould10144+25 ft.
15th+5Timeless Vesseld10154+25 ft.
16th+5Ability Score Improvementd10164+25 ft.
17th+6Monastic Order featured12175+30 ft.
18th+6Empty Bodyd12185+30 ft.
19th+6Ability Score Improvementd12195+30 ft.
20th+6Perfect Selfd12205+30 ft.
\n
\n
\n

Class Features

\n

As a Monk, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Monk level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

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

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple blasters, simple vibroweapons, chakrams, techblades

\n

Tools: None

\n

Saving Throws: Strength, Dexterity

\n

Skills: Choose two from Acrobatics, Athletics, Insight, Lore, Perception, and Stealth

\n

Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Monk4d4 x 100 cr
\n

 

\n

Martial Arts

\n

Beginning at 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are chakrams, techblades, and any simple vibroweapons that don’t have the two-handed property.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

\n\n
\n

Variant: Monks with Lightweapons
If monks gain lightweapon proficiency, consider letting them use lightweapons as monk weapons, provided the lightweapon has a vibroweapon analogue. For instance, chakrams count as monk weapons. If a monk gains proficiency in a light ring, they could also use it as a monk weapon.

\n
\n

Unarmored Defense

\n

Also at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom or Charisma modifier (your choice).

\n

Focus

\n

Starting at 2nd level, your training allows you to harness the mystic energy of focus. Your access to this energy is represented by a number of focus points. Your monk level determines the number of points you have, as shown in the Focus Points column of the Monk table.

\n

You can spend these points to fuel various focus features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more focus features as you gain levels in this class.

\n

When you spend a focus point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended focus back into yourself. You must spend at least 30 minutes of the rest meditating to regain your focus points.

\n

You use your choice of Wisdom or Charisma for your focus ability. You use the chosen ability modifier whenever a feature refers to your focus ability. Additionally, you use the chosen ability modifier when making an attack with a focus feature or setting the saving throw DC for one.

\n

Focus save DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n

Focus attack modifier = your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n

Flurry of Blows

\n

When you make your Martial Arts bonus action unarmed strike, you can spend 1 focus point to make an additional unarmed strike (no action required). At 11th level, you can instead spend 2 focus points to make two additional unarmed strikes.

\n

Patient Defense

\n

When you use your bonus action to Disengage, you can spend 1 focus point to also Dodge (no action required). At 11th level, you can instead spend 2 focus points to Dodge and gain an additional reaction until the start of your next turn. You can only take one reaction per turn.

\n

Step of the Wind

\n

When you use your bonus action to Dash, you can spend 1 focus point to double your jump distance for the turn. At 11th level, you can instead spend 2 focus points to gain a flying speed equal to your walking speed until the end of your turn, though you fall if you end your speed in the air and nothing else is holding you aloft.

\n

Monastic Vows

\n

Also at 2nd level, you’ve sworn two vows, as detailed at the end of the class description. You swear an additional vow at 7th, 13th, and 17th level.

\n

Unarmored Movement

\n

Starting at 3rd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Unarmored Movement column of the monk table.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n

Deflect Missiles

\n

Also at 3rd level, you can use your reaction to deflect a projectile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

\n

If you reduce the damage to 0, and the damage is energy or ion, you can redirect it at another target if you have a weapon capable of doing so. You can spend 1 focus point to make a ranged attack as you deflect the projectile, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the projectile counts as a monk weapon for the attack.

\n

Monastic Order

\n

Lastly at 3rd level, you commit yourself to one a monastic order, which is detailed at the end of the class description. Your order grants you features at 3rd level and again at 6th, 11th, and 17th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Slow Fall

\n

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Stunning Strike

\n

Starting at 5th level, you can interfere with an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 focus point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

\n

Enhanced Strikes

\n

Starting at 6th level, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

Evasion

\n

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect, such as a consular's force storm or an engineer's explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Stillness of Mind

\n

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

\n

Purity of Body

\n

Starting at 13th level, your mastery of the focus flowing through you makes you immune to disease and poison and resistant to poison damage.

\n

Diamond Soul

\n

Beginning at 14th level, your mastery of focus grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 focus point to reroll it and take the second result.

\n

Timeless Vessel

\n

At 15th level, your focus sustains you so that you suffer none of the frailty of old age, and you can't be aged abnormally. You can still die of old age, however. Additionally, when you complete a short rest, you can expend a Hit Die to remove 1 level of exhaustion or slowed.

\n

Empty Body

\n

Beginning at 18th level, you can use your action to spend 4 focus points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

\n

Perfect Self

\n

At 20th level, you've gained perfect control over your body. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, when you roll for initiative and have fewer than 6 focus points remaining, you regain up to 6 focus points.

\n

Monastic Vows

\n

The vows are presented in alphabetical order. If a vow has prerequisites, you must meet them to learn it. You can learn a vow at the same time you meet its prerequisites.

\n

Vow of Deflection

\n

You can use your reaction to divert a strike when you are dealt damage by a melee weapon attack. When you do so, the damage taken by the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

\n

Vow of the Devoted

\n

You gain a limited ability to manipulate the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known. You learn 2 force powers of your choice. You learn an additional power at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite. You may only learn universal powers in this way.

\n

Force Points. Rather than force points, powers you learn through this vow are cast using your focus points, at 1 focus point per power level. You may only cast universal powers in this way.

\n

Max Power Level. Many force powers can be overpowered, consuming more focus points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels. Your Max Power Level is 1st. It increases to 2nd at 7th level, 3rd at 13th level, and 4th at 17th level. You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability. You use your focus ability whenever a power refers to your forcecasting ability. If a power you cast with focus points calls for a saving throw, you use your focus save DC. If a power you cast with focus points calls for an attack roll, you use your focus attack modifier.

\n

Vow of Fate

\n

Prerequisite: 7th level
When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

\n

Vow of the Fighter

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6. You can’t take a fighting Style option more than once, even if you later get to choose again.

\n

Vow of Fortitude

\n

Prerequisite: 7th level
You can use your action or bonus action to end one effect on yourself that is causing you to be blinded or deafened.

\n

Vow of Freedom

\n

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n

Vow of Intuition

\n

You can no longer have disadvantage on attack rolls against creatures within 10 feet of you due to not being able to see them.

\n

Vow of the Limber

\n

Prerequisite: 7th level
When you make your first unarmed strike on your turn, you can choose to spend 1 focus point. If you do so, your reach with your unarmed strikes increases by 5 feet until the end of your turn.

\n

Vow of Mettle

\n

You can use Strength instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of the Mortal

\n

You can use Constitution instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of the Nemesis

\n

Prerequisite: 13th level
As a bonus action, you can choose one creature within 30 feet that you can see. The creature must make a Wisdom saving throw against your focus save DC. On a successful save, the creature becomes immune to this feature for 24 hours. On a failed save, for the next minute, the creature has disadvantage on attack rolls against creatures other than you, and it must make an additional Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this feature doesn't restrict its movement for that turn.

\n

This feature ends early if you attack another creature, if you target another hostile creature with a power or class feature, if a friendly creature damages the target, if a friendly creature targets it with a power or class feature, or if you target another creature with this feature.

\n

Vow of the Open Mind

\n

You gain proficiency in a skill of your choice. Additionally, you can spend 1 focus point and 10 minutes meditating on a skill in which you are proficient. If you do so, when you make an ability check with the chosen skill, you can add your Wisdom or Charisma modifier to the check if it doesn’t already include that modifier. You can only have one instance of this feature active at a time.

\n

Vow of Precision

\n

Prerequisite: 13th level
Your critical hit range with unarmed strikes increases by 1.

\n

Vow of Requital

\n

Prerequisite: 13th level
When you take the Dodge action and an attack made by a creature within 5 feet of you misses you before the start of your next turn, you can use your reaction to make one melee weapon attack with a monk weapon or unarmed strike against that creature.

\n

Vow of Restoration

\n

When you would make an unarmed strike, you can spend 1 focus point to instead touch a willing creature within your reach. Roll your Martial Arts die. The target gains hit points equal to the amount rolled + your Wisdom or Charisma modifier (your choice, minimum of +1).

\n

Vow of the Sentry

\n

You gain proficiency in light and medium armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing light or medium armor as long as you are not wielding a shield.

\n

Vow of Serenity

\n

Your maximum focus increases by an amount equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of +1).

\n

Vow of the Shrewd

\n

You can use Intelligence instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of Spirit

\n

You can use your choice of Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.

\n

Vow of the Versatile

\n

When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can instead make a weapon attack with a monk weapon you are wielding.

"},"className":{"value":"Monk"},"atFlavorText":{"value":"

Monastic Orders

\n

Orders of monastic pursuit are common in the locales scattered across the galaxy. Each order is based in a specific culture and is mutually exclusive, despite relying on the same basic techniques. Your order grants you features at 3rd, 6th, 11th, and 17th level.

\n

@Compendium[sw5e.archetypes.f6laKRexQAH7Oa3b]{Aing-Tii Order}

\n

@Compendium[sw5e.archetypes.5ZfztAWnxh7mqTL7]{Crimson Order}

\n

@Compendium[sw5e.archetypes.0s8yk4E0Kneqe4zt]{Echani Order}

\n

@Compendium[sw5e.archetypes.PoyYtrej7B5BZRRG]{Jal Shey Order}

\n

@Compendium[sw5e.archetypes.MorU2Jy5yx77N9QO]{Kage Order}

\n

@Compendium[sw5e.archetypes.Vtk1Pw4AILqZk27u]{Kyuzo Order}

\n

@Compendium[sw5e.archetypes.taNiZralaSUdH6a2]{Matukai Order}

\n

@Compendium[sw5e.archetypes.igjYYoVyL95UNC0c]{Nightsister Order}

\n

@Compendium[sw5e.archetypes.OPVska67MO0Zauct]{Trickster Order}

\n

@Compendium[sw5e.archetypes.gbP89R34SpttnfPb]{Whills Order}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":1,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"chakrams","mode":"+","targetSpecific":false,"id":3,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"techblades","mode":"+","targetSpecific":false,"id":4,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Abilities Strength Proficiency"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Monk.webp","effects":[]} +{"_id":"Q14Bi1e8iFPQYbpz","name":"Berserker","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A massive wookiee hunter prowls through the forest, hefting his vibroaxe. With a roar he charges at the pair of trandoshans who dared poach his kin.

\n

A gamorrean snarls at the latest challenger to his authority over their savage tribe, ready to break his neck with his bare hands as he did to the last six rivals.

\n

Frothing at the mouth, a nikto slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.

\n

These berserkers, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For every berserker, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

\n

Primal Instinct

\n

People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a berserker, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature, keen instincts, primal physicality, and ferocious rage. Berserkers are uncomfortable when hedged in by walls and crowds. They thrive where the civilized don't.

\n

Berserkers come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A berserker can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.

\n

A Life of Danger

\n

Not every person deemed \"berserker\" by scions of civilized society has the berserker class. A true berserker among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Berserkers charge headlong into that danger so that their people don't have to.

\n

Their courage in the face of danger makes berserkers perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a berserker. Some berserkers miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.

\n

Creating a Berzerker

\n

When creating a berserker character, think about where your character comes from and his or her place in the world. Talk with your GM about an appropriate origin for your berserker. Did you come from a remote planet, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where berserkers are common?

\n

What led you to take up the adventuring life? Were you lured to settled planets by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to \"civilized\" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority?

\n

Quick Build

\n

You can make a berserker quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the @Compendium[sw5e.backgrounds.1auJD75qZvgEEUdq]{Mercenary} background.

","chat":"","unidentified":""},"levelsTable":{"value":"
LevelProficiency BonusFeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Berserker Approach3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path Feature4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path Feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4
"},"source":"PHB","levels":1,"archetype":"","hitDice":"d12","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":"
AUGMENTED APPROACH

\n

The Augmented Approach is for those who seek to increase their prowess through cybernetic enhancement. Some who take this path go so far they are left with little more than the memory of the body they once owned, all to achieve in combat what they cannot with a body made of flesh and bone.

\n

Basic Cybernetics

\n

When you choose this approach at 3rd level, you learn the mending and analyse tech powers and can cast them without the use of a wristpad or spending tech points. You can cast analyse this way a number of times equal to your Constitution modifier (minimum of one). You regain all expended uses when you complete a long rest.

\n

Overdrive Enhancement

\n

Also at 3rd level, you gain a cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 100 credits and takes 8 hours.

\n

Dermal Armor

\n

While raging you have resistance to all damage except psychic damage.

\n

Morbid Protrusions

\n

While raging, your unarmed strike deals 1d4 + Strength modifier kinetic damage and when you take the Attack action and attack with a melee weapon or unarmed strike, you can use a bonus action to make an unarmed attack. \\r\\n\\r\\nThis unarmed attack die increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.\\r\\n\\r\\n#### Pressurised Limbs\\r\\nWhile raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Consitution modifier (minimum of one). You regain all expended uses when you complete a long rest.\\r\\n\\r\\n#### Twitchlock Actuators\\r\\nWhile you're raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.\\r\\n\\r\\n### Support Enhancement\\r\\nAt 6th level you gain an additional cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 600 credits and takes 8 hours.\\r\\n\\r\\n#### Body Sculpting\\r\\nYou gain proficiency in two skills of your choice from Athletics, Acrobatics, Stealth, and Sleight of Hand.\\r\\n\\r\\n#### Holdout Cavity\\r\\nYou have a shielded compartment built into your body that can be used to store and hide a light weapon or item of similar size.\\r\\n\\r\\n#### Krykna Anchors\\r\\nYou gain a climbing speed equal to your movement speed.\\r\\n\\r\\n#### Panspectral Optics\\r\\nYou can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.\\r\\n\\r\\n#### Support Structure\\r\\nYour carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.\\r\\n\\r\\n### More Machine than Man\\r\\nStarting at 10th level, your cybernetics allow you to become immune to poison and disease. Additionally, you ignore unenhanced difficult terrain.\\r\\n\\r\\n### Final Enhancement\\r\\nAt 14th level you gain a final cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 2000 credits and takes 8 hours.\\r\\n\\r\\n#### Holoskin Emitters\\r\\nWhile you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.\\r\\n\\r\\n#### Hydraulic Overrides\\r\\nWhile you're raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.\\r\\n\\r\\n#### Integrated Boosters\\r\\nWhile raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\\r\\n\\r\\n#### Ysalamir Capacitor Mesh\\r\\nWhen you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power's caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Berserker
LevelProficiency BonusFeaturesRagesRage DamageBerserker Instincts
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Berserker Instincts2+22
3rd+2Danger Sense, Berserker Approach3+22
4th+2Ability Score Improvement3+22
5th+3Extra Attack, Fast Movement3+22
6th+3Path feature4+22
7th+3Feral Impulse4+23
8th+3Ability Score Improvement4+23
9th+4Brutal Critical (1 die)4+33
10th+4Path Feature4+33
11th+4Relentless Rage4+33
12th+4Ability Score Improvement5+33
13th+5Brutal Critical (2 dice)5+34
14th+5Path Feature5+34
15th+5Persistent Rage5+34
16th+5Ability Score Improvement5+44
17th+6Brutal Critical (3 dice)6+45
18th+6Indomitable Might6+45
19th+6Ability Score Improvement6+45
20th+6Primal ChampionUnlimited+45
\n
\n
\n

 

\n

Class Features

\n

As a Berserker, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d12 per Berserker level

\n

Hit Points at 1st Level: 12 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per berserker level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All vibroweapons, simple blasters

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

\n

Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealthusing the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Berserker5d4 x 100 cr
\n


Rage

\n

Beginning at 1st level, in battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action, if you aren't wearing heavy armor.

\n

While raging, you gain the following benefits:

\n\n

If you are able to cast powers, you can't cast them or concentrate on them while raging.

\n

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

\n

Once you have raged the number of times shown for your berserker level in the Rages column of the Berserker table, you must finish a long rest before you can rage again.

\n

Unarmored Defense

\n

Also at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

\n

Reckless Attack

\n

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

\n

Berserker Instincts

\n

Also at 2nd level, you've honed two instincts, as detailed at the end of the class description. You hone an additional instinct at 7th, 13th, and 17th level.

\n

Danger Sense

\n

At 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

\n

You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can't be blinded, deafened, or incapacitated.

\n

Berserker Approach

\n

Also at 3rd level, you choose an approach that shapes the nature of your rage which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Feral Impulse

\n

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

Additionally, if you are surprised at the start of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

\n

Brutal Critical

\n

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

\n

Relentless Rage

\n

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

\n

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

\n

Persistent Rage

\n

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

\n

Indomitable Might

\n

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

\n

Primal Champion

\n

At 20th level, you embody the power of the wilds. Your Strength or Dexterity score increases by 2, and your Consitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action.

\n

Berserker Instincts

\n

The instincts are presented in alphabetical order. If an instinct has prerequisites, you must meet them to learn it. You can learn an instinct at the same time you meet its prerequisites.

\n

Acklay’s Instinct

\n

While raging, you have advantage on Constitution saving throws.

\n

Bantha’s Instinct

\n

Prerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

\n

Blurrg’s Instinct

\n

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated.

\n

Boggdo’s Instinct

\n

Prerequisite: 13th level
While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

\n

Chirodactyl’s Instinct

\n

Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren’t deafened.

\n

Dewback’s Instinct

\n

Choose three damage types. While raging, you have resistance to the chosen damage types.

\n

Fighter’s Instinct

\n

You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n

Fyrnock’s Instinct

\n

While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n

Hawk’s Instinct

\n

Prerequisite: 7th level
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

\n

Katarn’s Instinct

\n

You gain a climbing speed equal to your movement speed.

\n

Llothcat’s Instinct

\n

While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.

\n

Predator’s Instinct

\n

Your speed increases by 10 feet.

\n

Rancor’s Instinct

\n

Prerequisite: 13th level
While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

\n

Tactician’s Instinct

\n

When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

\n

Tracker’s Instinct

\n

Prerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

\n

Terentatek’s Instinct

\n

Prerequisite: 13th level
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

\n

Varactyl’s Instinct

\n

Prerequisite: 13th level
While raging, you have advantage Dexterity checks, your attack rolls can’t suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

"},"className":{"value":"Berzerker"},"atFlavorText":{"value":"

Berserker Approaches

\n

For berserkers, rage is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Your approach grants you features at 3rd, 6th, 10th, and 14th level.

\n

@Compendium[sw5e.archetypes.PCwepUZqHYlxr4T3]{Addicted Approach}

\n

@Compendium[sw5e.archetypes.hlZPMF7NjGemaw66]{Ballistic Approach}

\n

@Compendium[sw5e.archetypes.cjI8o9tAfKsuSGAP]{Bloodstorm Approach}

\n

@Compendium[sw5e.archetypes.XxG8t5Tr9agbjytr]{Brawling Approach}

\n

@Compendium[sw5e.archetypes.bBMsNrnCUOXGfb0h]{Cyclone Approach}

\n

@Compendium[sw5e.archetypes.4zUolY92dTrk3e5B]{Frenzied Approach}

\n

@Compendium[sw5e.archetypes.jEXfkSLXZvy0BQG7]{Industrial Approach}

\n

@Compendium[sw5e.archetypes.QRwypM2cIYxW0NVN]{Juggernaut Approach}

\n

@Compendium[sw5e.archetypes.Fo2ZNwCWXfWuDJji]{Marauder Approach}

\n

@Compendium[sw5e.archetypes.q4cqalPyT4rkroVr]{Precision Approach}

\n

@Compendium[sw5e.archetypes.pSIVnxwvRlyNoFM4]{Warchief Approach}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":4,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Classes/Berserker.webp","effects":[]} +{"_id":"oWdjvPwScXkQxEzd","name":"Fighter","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A Trandoshan runs frantically across rooftops, constantly looking over his shoulder. As he prepares to leap a gap, a blaster bolt hits him in the back and renders him unconscious. His blurry vision barely makes out the figure of a masked woman who casually approaches, ready to collect her bounty.

\n

With his muscular arms held wide, a grizzled-looking Wookiee grins to his bloodthirsty crowd. He turns back to his arena opponent just in time to see the Besalisk take a swing. He ducks, punching the four-armed fighter in the gut. Two wild haymakers later, and he stands alone as the gladiatorial champion.

\n

Taking a deep breath, a Republic soldier looks out onto the war zone waging across the frozen surface of Ilum. He grips his blaster rifle tightly then, with a nod to the dozen squad-mates beside him, he charges onto the battlefield.

\n

Fighters combine discipline with martial skills to become the best pure warriors in the galaxy. Fighters can be stalwart defenders of those in need, cruel marauders, or brave advent-urers. They fight for glory, honor, to right wrongs, to gain power, to acquire wealth, or simple for the thrill of battle.

\n

All in a Day’s Work

\n

Many fighters see adventures, raids on enemy strongholds, and dangerous missions as their jobs. Some want to defend those who can’t defend themselves while others seek to use their muscle to carve their own place of importance in the galaxy. Fighters can take the form of guards, champions, bounty hunters, enforcers, mercenaries, freedom fighters, or simply armed explorers.

\n

Code Red

\n

Most fighters come to the profession after receiving at least some amount of formal training from a military organization. Some attend formal academies; others are self-taught and well tested. A fighter may have taken up his weapon to escape a mundane life while another may be following a proud family tradition. Whatever their origins, most fighters share an unshakeable loyalty. Fighters follow orders with little hesitation, as failure can often mean death.

\n

While creating your fighter character, consider where your loyalties lie. You could be part of a formal military, one of countless troopers fighting for your enterprise. Perhaps you are a gun-for-hire, traveling the galaxy in search of your next gig. What weapons do you prefer and specialize in? Who or what do you fight for? Do you have aspirations of a life beyond the battlefield, or have you been at war so long you know of nothing else?

\n

Quick Build

\n

You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Constitution. Second, choose the @Compendium[sw5e.backgrounds.6jOIxwB8TYnShEJJ]{Soldier} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Fighter
LevelProficiency BonusFeaturesSuperiority DiceManeuvers Known
1st+2Fighting Style, Second Wind--
2nd+2Action Surge (one use), Combat Superiority22
3rd+2Fighter Specialty22
4th+2Ability Score Improvement22
5th+3Extra Attack22
6th+3Ability Score Improvement22
7th+3Fighter Specialty feature33
8th+3Ability Score Improvement33
9th+4Indomitable (one use)33
10th+4Fighter Specialty feature33
11th+4Greater Extra Attack34
12th+4Ability Score Improvement34
13th+5Indomitable (two uses)34
14th+5Ability Score Improvement34
15th+5Fighter Specialty feature45
16th+5Ability Score Improvement45
17th+6Action Surge (two uses), Indomitable (three uses)45
18th+6Fighter Specialty feature45
19th+6Ability Score Improvement45
20th+6Master of Combat45
\n
\n
\n

Class Features

\n

As a Fighter, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Fighter level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

\n

Proficiencies

\n

Armor: All armor

\n

Weapons: All blasters, all vibroweapons

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Lore, Insight, Intimidation, Perception, and Survival

\n

Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Fighter8d4 x 100 cr
\n

 

\n

Fighting Style

\n

Beginning at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n

Second Wind

\n

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

\n

Once you’ve used this feature, you must finish a short or long rest before you can use it again.

\n

Action Surge

\n

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

\n

Once you’ve used this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

\n

Combat Superiority

\n

Also at 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers

\n

You learn two maneuvers of your choice, which are detailed under “Maneuvers” below, and you earn more at higher levels, as shown in the Maneuvers Known column of the fighter class table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

\n

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

Superiority Dice

\n

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the fighter class table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

\n

Saving Throws

\n

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

\n

Maneuvers

\n

The maneuvers are presented in alphabetical order.

\n

Commander’s Strike

\n

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

\n

Disarming Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

\n

Distracting Strike

\n

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

\n

Evasive Footwork

\n

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

\n

Feinting Attack

\n

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

\n

Goading Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n

Lunging Attack

\n

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

\n

Maneuvering Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you.

\n

That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

\n

Menacing Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

\n

Parry

\n

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

\n

Precision Attack

\n

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

\n

Pushing Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

\n

Rally

\n

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

\n

Riposte

\n

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

\n

Sweeping Attack

\n

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

\n

Trip Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

\n

Fighter Specialty

\n

At 3rd level, you choose a specialty that you strive to emulate in your combat styles and techniques, which is detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Indomitable

\n

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

\n

Greater Extra Attack

\n

Beginning at 11th level, you can attack three times, instead of once, whenever you take the Attack action on your turn.

\n

Additionally, when you use a bonus action to engage in two-weapon fighting, you can make two attacks instead of one.

\n

Master of Combat

\n

At 20th level, you are the master of combat. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can attack four times, instead of once, whenever you take the Attack action on your turn.

"},"className":{"value":"Fighter"},"atFlavorText":{"value":"

Fighter Specialties

\n

Different fighters choose different approaches to perfecting their fighting prowess. The fighter specialty you choose to emulate reflects your approach. Your specialty grants you features at 3rd, 7th, 10th, 15th, and 18th level.

\n

@Compendium[sw5e.archetypes.6HRxOPMOmOiKmuIG]{Adept Specialist}

\n

@Compendium[sw5e.archetypes.vWCA4gae11g8s1xq]{Assault Specialist}

\n

@Compendium[sw5e.archetypes.7OqolLOiiu5K59rD]{Blademaster Specialist}

\n

@Compendium[sw5e.archetypes.V4vCxmTwJFxi0HGM]{Demolitions Specialist}

\n

@Compendium[sw5e.archetypes.dY9gPH2vjYpS9onW]{Enhancement Specialist}

\n

@Compendium[sw5e.archetypes.n46s1RsRnnQjxHvX]{Heavy Weapons Specialist}

\n

@Compendium[sw5e.archetypes.uV3tG38Fo7JAXF0W]{Mounted Specialist}

\n

@Compendium[sw5e.archetypes.zxnST2OeLGmt8buI]{Praetorian Specialist}

\n

@Compendium[sw5e.archetypes.huTTmKT9yzE89Go1]{Shield Specialist}

\n

@Compendium[sw5e.archetypes.SKluJRGJzsX03qlx]{Tactical Specialist}

\n

@Compendium[sw5e.archetypes.CRRgJPKHIHD72CEt]{Totem Specialist}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"hvy","mode":"+","targetSpecific":false,"id":3,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"shl","mode":"+","targetSpecific":false,"id":4,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":5,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":6,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Fighter%20Alt.webp","effects":[]} +{"_id":"O414X0HamnCKpEF5","name":"Consular","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A twi’lek in black robes steps on a terrified rodian, who scampers away on the ground. Lightning sparks from his fingers, illuminating his red and black tattoos. The rodian’s pleas for mercy fall on deaf ears as the Sith channels his lightning into his failed apprentice, leaving nothing but a charred husk behind.

\n

Sitting cross-legged on a dense patch of grass, a miraluka mystic meditates on the Force. With every breath, the trees sway with a rhythmic breeze. Though she lacks simple vision, she can see the Force as it moves everything around her.

\n

A drably-robed human focuses inward, channeling the Force into the ground around him. Slowly, all the debris within arms reach rises into the air around him; with a flick of his wrist, he clears the air, sending his projectiles to pound on the approaching tank.

\n

Consulars are the supreme wielders of the Force, defined and united by the powers they cast. Drawing on the omnipresent Force that permeates the universe, consulars cast powers of rejuvenating healing and destructive lightning, draining life-force and manipulating minds; the most powerful with the Force can even experience brief glimpses of the future.

\n

Strong with the Force

\n

Refraining from drawing their lightsabers except as a measure of last resort, consulars spend a great deal of time studying the mysteries of the Force. Their knowledge allows them to channel the Force to greater heights, unlocking unrivaled power, and twisting those powers to greater effect.

\n

Sage or Sorcerer

\n

Consulars who follow the light side of the Force, using their powers to better their communities and people, are often called sages, while consulars who fall to the dark side and subjugate or cast aside all in their path are commonly called sorcerers. Alternatively, they may tend toward the middle, refraining from politics and war, spending their time in isolation and study.

\n

While creating your consular, consider your personal philosophy in regards to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Perhaps you were ostracized from your primitive village out of superstition or jealousy. You may have been brutally trained from a young age in the dark side, fueling your innate thirst for power, or perhaps you were trained as a padawan in one of the Jedi temples. How do you treat strangers, and how do they treat you once they know your abilities? What was your family like, or what did you have instead of a family? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a consular quickly by following these suggestions. First, make Wisdom or Charisma your highest ability score, followed by Dexterity. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

","chat":"","unidentified":""},"levelsTable":{"value":"
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Force Recovery841st
2nd+2Force-Empowered Casting, Force Shield981st
3rd+2Consular Tradition, Hidden Force11122nd
4th+2Ability Score Improvement12162nd
5th+3-14203rd
6th+3Tradition feature15243rd
7th+3-17284th
8th+3Ability Score Improvement18324th
9th+4-20365th
10th+4Tradition feature21405th
11th+4-23446th
12th+4Ability Score Improvement24486th
13th+5-26527th
14th+5Tradition feature27567th
15th+5-29608th
16th+5Ability Score Improvement30648th
17th+6-32689th
18th+6Tradition feature33729th
19th+6Ability Score Improvement34769th
20th+6One with the Force35809th
"},"source":"PHB","levels":1,"archetype":"","hitDice":"d6","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Consular
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Force Recovery841st
2nd+2Force-Empowered Casting, Force Shield981st
3rd+2Consular Tradition, Hidden Force11122nd
4th+2Ability Score Improvement12162nd
5th+3-14203rd
6th+3Tradition feature15243rd
7th+3-17284th
8th+3Ability Score Improvement18324th
9th+4-20365th
10th+4Tradition feature21405th
11th+4-23446th
12th+4Ability Score Improvement24486th
13th+5-26527th
14th+5Tradition feature27567th
15th+5-29608th
16th+5Ability Score Improvement30648th
17th+6-32689th
18th+6Tradition feature33729th
19th+6Ability Score Improvement34769th
20th+6One with the Force35809th
\n
\n
\n

Class Features

\n

As a Consular, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d6 per Consular level

\n

Hit Points at 1st Level: 6 + your Constitution modifier

\n

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

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple lightweapons, simple vibroweapons

\n

Tools: None

\n

Saving Throws: Wisdom, Charisma

\n

Skills: Choose two from Deception, Insight, Intimidation, Investigation, Lore, Medicine, and Persuasion.

\n

Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Consular5d4 x 100 cr
\n

 

\n

Forcecasting

\n

In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 8 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the consular class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your consular level x 4, as shown in the Force Points column of the consular class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the consular class table.

\n

You may only cast force powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n

Force Recovery

\n

Also at 1st level, you have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of force points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again.

\n

Force-Empowered Casting

\n

At 2nd level, you gain the ability to twist your powers to suit your needs. When you cast a force power, you can expend additional force points to modify the power. You gain two of the following Empowerment options of your choice. You gain another one at 10th and 17th level.

\n

You can use only one Empowerment option on a power when you cast it, unless otherwise noted.

\n

Careful Power

\n

When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

\n

Distant Power

\n

When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.

\n

When you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.

\n

Extended Power

\n

When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.

\n

Heightened Power

\n

When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

\n

Improved Power

\n

When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.

\n

You can use Improved Power even if you have already used a different Empowerment option during the casting of the power.

\n

Lingering Power

\n

When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

\n

Pinpoint Power

\n

When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

\n

Quickened Power

\n

When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

\n

Refocused Power

\n

When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw. You can use this option even if you have already used a different Empowerment option during the casting of the power.

\n

Twinned Power

\n

When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

\n

Force Shield

\n

Also at 2nd level, you learn how to defend yourself purely through your strength with the Force. When you are hit by an attack, you can use your reaction to shroud yourself in Force energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice, a minimum of +1). This includes the triggering attack.

\n

You can use this feature twice. You gain an additional use at 5th, 11th, and 17th level in this class. You regain all expended uses when you finish a long rest.

\n

Force Affinity

\n

When you reach 3rd level, you've developed an affinity for one of the three aspects of the Force: the Ashla, the Bendu, or the Bogan. Choose one from the following:

\n

Ashla

\n

When you successfully cast a light side power, either your or the target's (your choice) hit point maximum and current hit points increase by an amount equal to the power’s level. This effect lasts for 1 minute. You can only have one instance of this effect active at a time.

\n

Bendu

\n

You can add both your Wisdom and Charisma modifier to your maximum number of force points, instead of just one.

\n

Bogan

\n

When you roll a 1 on a damage die for a dark side power, you can reroll the die and must use the new roll, even if the new roll is a 1.

\n

Consular Tradition

\n

When you reach 3rd level, you choose a consular tradition, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.

\n

Hidden Force

\n

Also at 3rd level, you learn how to conceal the casting of your force powers. When you cast a force power, you can choose to conceal the presence of that casting from others. A creature that sees you cast the force power can make an Investigation (Intelligence) check against your universal force save DC. On a success, they can determine that you used the Force in some way. If a creature has the force sight force power active, they automatically succeed on this check. A creature that can not see you automatically fails this check.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

One with the Force

\n

At 20th level, your attunement to the Force is absolute. Your Wisdom or Charisma score increases by 4, and your maximum for this score increases by 4. Additionally, you gain mastery over a single force power, and can cast it with little effort. Choose one 3rd-level force power that you know as your signature power. You can cast it once at 3rd level without expending force points. When you do so, you can’t do so again until you finish a short or long rest.

\n

If you want to cast it at a higher level, you must expend force points as normal.

"},"className":{"value":"Consular"},"atFlavorText":{"value":"

Consular Traditions

\n

Different consulars select different traditions, called Ways, to follow as they hone their powers. Your tradition grants you features at 3rd, 6th, 10th, 14th, and 18th level.

\n

@Compendium[sw5e.archetypes.kqAxtz1x4ydhppPG]{Way of Balance}

\n

@Compendium[sw5e.archetypes.Lz0gdQ5ou3k5E7Fo]{Way of Confluence}

\n

@Compendium[sw5e.archetypes.Y1JjyA1CuOSRCjAb]{Way of Endurance}

\n

@Compendium[sw5e.archetypes.e1tObWwWnq5gt9zE]{Way of Lightning}

\n

@Compendium[sw5e.archetypes.q208WP2Lacp7dG6v]{Way of Manipulation}

\n

@Compendium[sw5e.archetypes.6JrXY2jDqQiuuUGq]{Way of Negation}

\n

@Compendium[sw5e.archetypes.FLN1Vqb53UECBMVu]{Way of the Sage}

\n

@Compendium[sw5e.archetypes.12fYGPcLSITUYHMK]{Way of the Seer}

\n

@Compendium[sw5e.archetypes.Wdi8eckrcxpxQL3p]{Way of Suggestion}

\n

@Compendium[sw5e.archetypes.oYAXrbXaFVAoGDLM]{Way of Technology}

\n

@Compendium[sw5e.archetypes.r7BKY5yWig2vhW5i]{Way of Telekinetics}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightweapons","mode":"+","targetSpecific":false,"id":1,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Abilities Charisma Proficiency"},{"modSpecKey":"data.abilities.wis.proficient","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Consular.webp","effects":[]} +{"_id":"O414X0HamnCKpEF5","name":"Consular","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A twi’lek in black robes steps on a terrified rodian, who scampers away on the ground. Lightning sparks from his fingers, illuminating his red and black tattoos. The rodian’s pleas for mercy fall on deaf ears as the Sith channels his lightning into his failed apprentice, leaving nothing but a charred husk behind.

\n

Sitting cross-legged on a dense patch of grass, a miraluka mystic meditates on the Force. With every breath, the trees sway with a rhythmic breeze. Though she lacks simple vision, she can see the Force as it moves everything around her.

\n

A drably-robed human focuses inward, channeling the Force into the ground around him. Slowly, all the debris within arms reach rises into the air around him; with a flick of his wrist, he clears the air, sending his projectiles to pound on the approaching tank.

\n

Consulars are the supreme wielders of the Force, defined and united by the powers they cast. Drawing on the omnipresent Force that permeates the universe, consulars cast powers of rejuvenating healing and destructive lightning, draining life-force and manipulating minds; the most powerful with the Force can even experience brief glimpses of the future.

\n

Strong with the Force

\n

Refraining from drawing their lightsabers except as a measure of last resort, consulars spend a great deal of time studying the mysteries of the Force. Their knowledge allows them to channel the Force to greater heights, unlocking unrivaled power, and twisting those powers to greater effect.

\n

Sage or Sorcerer

\n

Consulars who follow the light side of the Force, using their powers to better their communities and people, are often called sages, while consulars who fall to the dark side and subjugate or cast aside all in their path are commonly called sorcerers. Alternatively, they may tend toward the middle, refraining from politics and war, spending their time in isolation and study.

\n

While creating your consular, consider your personal philosophy in regards to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Perhaps you were ostracized from your primitive village out of superstition or jealousy. You may have been brutally trained from a young age in the dark side, fueling your innate thirst for power, or perhaps you were trained as a padawan in one of the Jedi temples. How do you treat strangers, and how do they treat you once they know your abilities? What was your family like, or what did you have instead of a family? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a consular quickly by following these suggestions. First, make Wisdom or Charisma your highest ability score, followed by Dexterity. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

","chat":"","unidentified":""},"levelsTable":{"value":"
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Force Recovery841st
2nd+2Force-Empowered Casting, Force Shield981st
3rd+2Consular Tradition, Hidden Force11122nd
4th+2Ability Score Improvement12162nd
5th+3-14203rd
6th+3Tradition feature15243rd
7th+3-17284th
8th+3Ability Score Improvement18324th
9th+4-20365th
10th+4Tradition feature21405th
11th+4-23446th
12th+4Ability Score Improvement24486th
13th+5-26527th
14th+5Tradition feature27567th
15th+5-29608th
16th+5Ability Score Improvement30648th
17th+6-32689th
18th+6Tradition feature33729th
19th+6Ability Score Improvement34769th
20th+6One with the Force35809th
"},"source":"PHB","levels":1,"archetype":"","hitDice":"d6","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Consular
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Force Recovery841st
2nd+2Force-Empowered Casting, Force Shield981st
3rd+2Consular Tradition, Hidden Force11122nd
4th+2Ability Score Improvement12162nd
5th+3-14203rd
6th+3Tradition feature15243rd
7th+3-17284th
8th+3Ability Score Improvement18324th
9th+4-20365th
10th+4Tradition feature21405th
11th+4-23446th
12th+4Ability Score Improvement24486th
13th+5-26527th
14th+5Tradition feature27567th
15th+5-29608th
16th+5Ability Score Improvement30648th
17th+6-32689th
18th+6Tradition feature33729th
19th+6Ability Score Improvement34769th
20th+6One with the Force35809th
\n
\n
\n

Class Features

\n

As a Consular, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d6 per Consular level

\n

Hit Points at 1st Level: 6 + your Constitution modifier

\n

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

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple lightweapons, simple vibroweapons

\n

Tools: None

\n

Saving Throws: Wisdom, Charisma

\n

Skills: Choose two from Deception, Insight, Intimidation, Investigation, Lore, Medicine, and Persuasion.

\n

Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Consular5d4 x 100 cr
\n

 

\n

Forcecasting

\n

In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 8 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the consular class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your consular level x 4, as shown in the Force Points column of the consular class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the consular class table.

\n

You may only cast force powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n

Force Recovery

\n

Also at 1st level, you have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of force points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again.

\n

Force-Empowered Casting

\n

At 2nd level, you gain the ability to twist your powers to suit your needs. When you cast a force power, you can expend additional force points to modify the power. You gain two of the following Empowerment options of your choice. You gain another one at 10th and 17th level.

\n

You can use only one Empowerment option on a power when you cast it, unless otherwise noted.

\n

Careful Power

\n

When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

\n

Distant Power

\n

When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.

\n

When you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.

\n

Extended Power

\n

When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.

\n

Heightened Power

\n

When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

\n

Improved Power

\n

When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.

\n

You can use Improved Power even if you have already used a different Empowerment option during the casting of the power.

\n

Lingering Power

\n

When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

\n

Pinpoint Power

\n

When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

\n

Quickened Power

\n

When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

\n

Refocused Power

\n

When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw. You can use this option even if you have already used a different Empowerment option during the casting of the power.

\n

Twinned Power

\n

When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

\n

Force Shield

\n

Also at 2nd level, you learn how to defend yourself purely through your strength with the Force. When you are hit by an attack, you can use your reaction to shroud yourself in Force energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice, a minimum of +1). This includes the triggering attack.

\n

You can use this feature twice. You gain an additional use at 5th, 11th, and 17th level in this class. You regain all expended uses when you finish a long rest.

\n

Force Affinity

\n

When you reach 3rd level, you've developed an affinity for one of the three aspects of the Force: the Ashla, the Bendu, or the Bogan. Choose one from the following:

\n

Ashla

\n

When you successfully cast a light side power, either your or the target's (your choice) hit point maximum and current hit points increase by an amount equal to the power’s level. This effect lasts for 1 minute. You can only have one instance of this effect active at a time.

\n

Bendu

\n

You can add both your Wisdom and Charisma modifier to your maximum number of force points, instead of just one.

\n

Bogan

\n

When you roll a 1 on a damage die for a dark side power, you can reroll the die and must use the new roll, even if the new roll is a 1.

\n

Consular Tradition

\n

When you reach 3rd level, you choose a consular tradition, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.

\n

Hidden Force

\n

Also at 3rd level, you learn how to conceal the casting of your force powers. When you cast a force power, you can choose to conceal the presence of that casting from others. A creature that sees you cast the force power can make an Investigation (Intelligence) check against your universal force save DC. On a success, they can determine that you used the Force in some way. If a creature has the force sight force power active, they automatically succeed on this check. A creature that can not see you automatically fails this check.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

One with the Force

\n

At 20th level, your attunement to the Force is absolute. Your Wisdom or Charisma score increases by 4, and your maximum for this score increases by 4. Additionally, you gain mastery over a single force power, and can cast it with little effort. Choose one 3rd-level force power that you know as your signature power. You can cast it once at 3rd level without expending force points. When you do so, you can’t do so again until you finish a short or long rest.

\n

If you want to cast it at a higher level, you must expend force points as normal.

"},"className":{"value":"Consular"},"atFlavorText":{"value":"

Consular Traditions

\n

Different consulars select different traditions, called Ways, to follow as they hone their powers. Your tradition grants you features at 3rd, 6th, 10th, 14th, and 18th level.

\n

@Compendium[sw5e.archetypes.kqAxtz1x4ydhppPG]{Way of Balance}

\n

@Compendium[sw5e.archetypes.Lz0gdQ5ou3k5E7Fo]{Way of Confluence}

\n

@Compendium[sw5e.archetypes.Y1JjyA1CuOSRCjAb]{Way of Endurance}

\n

@Compendium[sw5e.archetypes.e1tObWwWnq5gt9zE]{Way of Lightning}

\n

@Compendium[sw5e.archetypes.q208WP2Lacp7dG6v]{Way of Manipulation}

\n

@Compendium[sw5e.archetypes.6JrXY2jDqQiuuUGq]{Way of Negation}

\n

@Compendium[sw5e.archetypes.FLN1Vqb53UECBMVu]{Way of the Sage}

\n

@Compendium[sw5e.archetypes.12fYGPcLSITUYHMK]{Way of the Seer}

\n

@Compendium[sw5e.archetypes.Wdi8eckrcxpxQL3p]{Way of Suggestion}

\n

@Compendium[sw5e.archetypes.oYAXrbXaFVAoGDLM]{Way of Technology}

\n

@Compendium[sw5e.archetypes.r7BKY5yWig2vhW5i]{Way of Telekinetics}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightweapons","mode":"+","targetSpecific":false,"id":1,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Abilities Charisma Proficiency"},{"modSpecKey":"data.abilities.wis.proficient","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Consular.webp","effects":[]} +{"_id":"XZhWixwwCdFfnhoT","name":"Engineer","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Flinching occasionally as a blaster bolt hits the nearby bulkhead, a Sullustan mechanic quickly solders a large wire. He peers through his tinted goggles, ignoring the shouts of his ship captain as the enemy descends on the hanger. Finally he shouts with pride as the repaired coupling powers up, causing the frigate to hum with energy. He gathers his tools and runs into the ship moments before it finally takes off.

\n

Inside, the human captain jumps into the cockpit. She nods to her droid co-pilot, who quickly begins charting a course home. Before the calculations can be completed, enemy Starfighters scream in from the clouds. The pilot rolls the ship, nimbly evading incoming fire. She reroutes the power to shields, leaving just enough for astronavigation. Just as the energy reserves near depletion, the exosphere and stars beyond blur into streaks of light. In a flash, they warp to safety.

\n

A Cerean officer surveys the battlefield, looking for weaknesses. When he identifies a potential problem, he keys in a quick combination in his wristpad. In a blink, a custom suit of armor assembles itself around him. As the helmet locks into place, the officer leaps into the air, flying overhead and raining destruction on the opposition.

\n

Every machine needs an engineer to run it, and a living crew is no different. Engineers are the experts and professionals who rely on skill, bravery, and their tools to survive and keep others alive. While they do not claim to be fighters, their mere presence can turn the tide of battle or simply keep operations running.

\n

Behind the Curtain

\n

While perhaps not as intimidating as a heavily-armored trooper, or as exotic as a lighsaber-wielding guardian, engineers are no less vital to group dynamic. They are armorers and gunsmiths, electricians and welders, or any other facet to be found in facilities across the galaxy. Their work, often unsung, is what keeps starships (and their crew) intact.

\n

Unflappable

\n

It takes bravery for a soldier to enter a battlefield. It perhaps takes more for someone who is unarmed, and untrained in combat, to do the same. Engineers put their lives on the line for a living, whether by choice or acknowledging their plights as an occupational hazard. Whether they come from an elite training academy or learned their talents surviving in the slums, they are no strangers to danger and conflict.

\n

While creating your engineer character, consider what your primary skill set is and how you use it. You could be a street-smart mechanic who taught yourself how to fix swoop bikes as a teenager. Perhaps you are the recent graduate of an esteemed medical college, or a rookie pilot in the fledgling Rebel Alliance. What is the number one skill you are known for? Why are you willing to enter battles when you have no combat training? How do you view the more adventurous members of your group, and how do they see you and your role?

\n

Quick Build

\n

You can make an engineer quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Constitution. Second, choose the @Compendium[sw5e.backgrounds.zjfwlWucPUtTTuQo]{Scientist} background.

","chat":"","unidentified":""},"levelsTable":{"value":"\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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 BonusFeaturesTech Powers KnownTech PointsMax Power LevelModification Slots
1+2Techcasting, Potent Aptitude (d6)621st-
2+2Infuse Item, Tool Expertise741st-
3+2Engineering Discipline962nd4
4+2Ability Score Improvement1082nd4
5+3Potent Aptitude (d8), Quick Thinking11103rd5
6+3Engineering Discipline feature12123rd5
7+3-13144th5
8+3Ability Score Improvement14164th6
9+4-15185th6
10+4Potent Aptitude (d10)16205th6
11+4-17226th7
12+4Ability Score Improvement18246th7
13+5-19267th7
14+5Engineering Discipline feature20287th8
15+5Potent Aptitude (d12)21308th8
16+5Ability Score Improvement22328th8
17+6-23349th9
18+6Engineering Discipline feature24369th9
19+6Ability Score Improvement25389th9
20+6Tech Mastery26409th9
"},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","damage":{"parts":[]},"attributes":{"spelldc":10},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Engineer
LevelProficiency BonusFeaturesTech Powers KnownTech PointsMax Power LevelPotent AptitudeModification Slots
1+2Techcasting, Potent Aptitude 621std4-
2+2Infuse Item (+1), Tool Expertise741std4-
3+2Engineering Discipline962ndd44
4+2Ability Score Improvement1082ndd44
5+3Quick Thinking12103rdd65
6+3Engineering Discipline feature13123rdd65
7+3-15144thd65
8+3Ability Score Improvement16164thd65
9+4-18185thd86
10+4Infuse Item (+2)19205thd86
11+4-21226thd87
12+4Ability Score Improvement22246thd87
13+5-23267thd108
14+5Engineering Discipline feature24287thd108
15+5Infuse Item (+3)25308thd108
16+5Ability Score Improvement26328thd108
17+6-27349thd129
18+6Engineering Discipline feature28369thd129
19+6Ability Score Improvement29389thd129
20+6Tech Mastery30409thd129
\n
\n
\n

Class Features

\n

As a Engineer, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Engineer level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

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

\n

Proficiencies

\n
Armor: Light armor\n

Weapons: Simple blasters, simple vibroweapons

\n

Tools: Tinker's tools, and one of your choice

\n

Saving Throws: Constitution, Intelligence

\n

Skills: Choose three from Investigation, Lore, Medicine, Nature, Piloting, and Technology

\n

Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Engineer6d4 x 100 cr
\n
\n

Techcasting

\n

Beginning at 1st level, during your training you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 6 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the engineer table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to your engineer level x 2, as shown in the Tech Points column of the engineer table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the engineer class table.

\n

You may only cast tech powers at 6th, 7th, 8th, and 9th level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) or your tool proficiencies granted by this class as a techcasting focus for your tech powers.

\n

Potent Aptitude

\n

Also at 1st level, your technological experience lends you an uncommon insight that you can use to bolster your allies. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Potent Aptitude die, a d4. This die changes as you gain engineer levels, as shown in the Potent Aptitude column of the engineer table.

\n

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Potent Aptitude die, but must decide before the GM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost.

\n

A creature can have only one Potent Aptitude die at a time.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Your Potent Aptitude die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

\n

Infuse Item

\n

At 2nd level, you gain the ability to temporarily enhance a weapon or armor. At the end of a long rest, you can touch one unenhanced object that is a suit of armor, a shield, or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes an enhanced item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.

\n

Once you've used this feature, you can't use it again until you finish a long rest.

\n

This bonus increases to +2 at 10th level and +3 at 15th level.

\n

Tool Expertise

\n

Also at 2nd level, you gain expertise in any tool proficiencies you gain from this class.

\n

Engineering Discipline

\n

Starting at 3rd level, you begin to focus on a specific engineering discipline, which is detailed at the end of the class description. Your discipline grants you features at 3rd level and again at 6th, 14th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Quick Thinking

\n

Beginning when you reach 5th level, you regain all of your expended uses of Potent Aptitude when you finish a short or long rest.

\n

Tech Mastery

\n

At 20th level, your mastery of technology is unrivaled. Your Constitution and Intelligence scores increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.

\n
"},"className":{"value":"Engineer"},"atFlavorText":{"value":"

Engineering Disciplines

\n

The wide range of tool applications gives birth to well defined distinctions between different engineering disciplines. Each discipline focuses on maximizing the personal use of a certain tool. Your discipline grants you features at 3rd, 6th, 14th, and 18th level.

\n

@Compendium[sw5e.archetypes.2Cloz2rrPw76ACn0]{Armormech Engineering}

\n

@Compendium[sw5e.archetypes.Mbe9qsurpJ0mb4F2]{Armstech Engineering}

\n

@Compendium[sw5e.archetypes.F3eJbFw1kKde9Zg9]{Artificer Engineering}

\n

@Compendium[sw5e.archetypes.avFn1m9oUpDgKAAF]{Astrotech Engineering}

\n

@Compendium[sw5e.archetypes.UsIUJiNPmFWbEgjK]{Audiotech Engineering}

\n

@Compendium[sw5e.archetypes.uqpzyWm3JoIJlHrb]{Biochem Engineering}

\n

@Compendium[sw5e.archetypes.2yiTq2k7xFpjcLVv]{Biotech Engineering}

\n

@Compendium[sw5e.archetypes.m0oQQxDCTO6nqWnz]{Cybertech Engineering}

\n

@Compendium[sw5e.archetypes.SsvsNMkJX1wW2rs6]{Gadgeteer Engineering}

\n

@Compendium[sw5e.archetypes.KDx2Pjxk4RZQD05d]{Unstable Engineering}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":2,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.toolProf.value","value":"tin","mode":"+","targetSpecific":false,"id":4,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.int.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Engineer.webp","effects":[]} +{"_id":"XZhWixwwCdFfnhoT","name":"Engineer","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Flinching occasionally as a blaster bolt hits the nearby bulkhead, a Sullustan mechanic quickly solders a large wire. He peers through his tinted goggles, ignoring the shouts of his ship captain as the enemy descends on the hanger. Finally he shouts with pride as the repaired coupling powers up, causing the frigate to hum with energy. He gathers his tools and runs into the ship moments before it finally takes off.

\n

Inside, the human captain jumps into the cockpit. She nods to her droid co-pilot, who quickly begins charting a course home. Before the calculations can be completed, enemy Starfighters scream in from the clouds. The pilot rolls the ship, nimbly evading incoming fire. She reroutes the power to shields, leaving just enough for astronavigation. Just as the energy reserves near depletion, the exosphere and stars beyond blur into streaks of light. In a flash, they warp to safety.

\n

A Cerean officer surveys the battlefield, looking for weaknesses. When he identifies a potential problem, he keys in a quick combination in his wristpad. In a blink, a custom suit of armor assembles itself around him. As the helmet locks into place, the officer leaps into the air, flying overhead and raining destruction on the opposition.

\n

Every machine needs an engineer to run it, and a living crew is no different. Engineers are the experts and professionals who rely on skill, bravery, and their tools to survive and keep others alive. While they do not claim to be fighters, their mere presence can turn the tide of battle or simply keep operations running.

\n

Behind the Curtain

\n

While perhaps not as intimidating as a heavily-armored trooper, or as exotic as a lighsaber-wielding guardian, engineers are no less vital to group dynamic. They are armorers and gunsmiths, electricians and welders, or any other facet to be found in facilities across the galaxy. Their work, often unsung, is what keeps starships (and their crew) intact.

\n

Unflappable

\n

It takes bravery for a soldier to enter a battlefield. It perhaps takes more for someone who is unarmed, and untrained in combat, to do the same. Engineers put their lives on the line for a living, whether by choice or acknowledging their plights as an occupational hazard. Whether they come from an elite training academy or learned their talents surviving in the slums, they are no strangers to danger and conflict.

\n

While creating your engineer character, consider what your primary skill set is and how you use it. You could be a street-smart mechanic who taught yourself how to fix swoop bikes as a teenager. Perhaps you are the recent graduate of an esteemed medical college, or a rookie pilot in the fledgling Rebel Alliance. What is the number one skill you are known for? Why are you willing to enter battles when you have no combat training? How do you view the more adventurous members of your group, and how do they see you and your role?

\n

Quick Build

\n

You can make an engineer quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Constitution. Second, choose the @Compendium[sw5e.backgrounds.zjfwlWucPUtTTuQo]{Scientist} background.

","chat":"","unidentified":""},"levelsTable":{"value":"\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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 BonusFeaturesTech Powers KnownTech PointsMax Power LevelModification Slots
1+2Techcasting, Potent Aptitude (d6)621st-
2+2Infuse Item, Tool Expertise741st-
3+2Engineering Discipline962nd4
4+2Ability Score Improvement1082nd4
5+3Potent Aptitude (d8), Quick Thinking11103rd5
6+3Engineering Discipline feature12123rd5
7+3-13144th5
8+3Ability Score Improvement14164th6
9+4-15185th6
10+4Potent Aptitude (d10)16205th6
11+4-17226th7
12+4Ability Score Improvement18246th7
13+5-19267th7
14+5Engineering Discipline feature20287th8
15+5Potent Aptitude (d12)21308th8
16+5Ability Score Improvement22328th8
17+6-23349th9
18+6Engineering Discipline feature24369th9
19+6Ability Score Improvement25389th9
20+6Tech Mastery26409th9
"},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","damage":{"parts":[]},"attributes":{"spelldc":10},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Engineer
LevelProficiency BonusFeaturesTech Powers KnownTech PointsMax Power LevelPotent AptitudeModification Slots
1+2Techcasting, Potent Aptitude 621std4-
2+2Infuse Item (+1), Tool Expertise741std4-
3+2Engineering Discipline962ndd44
4+2Ability Score Improvement1082ndd44
5+3Quick Thinking12103rdd65
6+3Engineering Discipline feature13123rdd65
7+3-15144thd65
8+3Ability Score Improvement16164thd65
9+4-18185thd86
10+4Infuse Item (+2)19205thd86
11+4-21226thd87
12+4Ability Score Improvement22246thd87
13+5-23267thd108
14+5Engineering Discipline feature24287thd108
15+5Infuse Item (+3)25308thd108
16+5Ability Score Improvement26328thd108
17+6-27349thd129
18+6Engineering Discipline feature28369thd129
19+6Ability Score Improvement29389thd129
20+6Tech Mastery30409thd129
\n
\n
\n

Class Features

\n

As a Engineer, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Engineer level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

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

\n

Proficiencies

\n
Armor: Light armor\n

Weapons: Simple blasters, simple vibroweapons

\n

Tools: Tinker's tools, and one of your choice

\n

Saving Throws: Constitution, Intelligence

\n

Skills: Choose three from Investigation, Lore, Medicine, Nature, Piloting, and Technology

\n

Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Engineer6d4 x 100 cr
\n
\n

Techcasting

\n

Beginning at 1st level, during your training you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 6 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the engineer table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to your engineer level x 2, as shown in the Tech Points column of the engineer table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the engineer class table.

\n

You may only cast tech powers at 6th, 7th, 8th, and 9th level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) or your tool proficiencies granted by this class as a techcasting focus for your tech powers.

\n

Potent Aptitude

\n

Also at 1st level, your technological experience lends you an uncommon insight that you can use to bolster your allies. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Potent Aptitude die, a d4. This die changes as you gain engineer levels, as shown in the Potent Aptitude column of the engineer table.

\n

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Potent Aptitude die, but must decide before the GM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost.

\n

A creature can have only one Potent Aptitude die at a time.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Your Potent Aptitude die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

\n

Infuse Item

\n

At 2nd level, you gain the ability to temporarily enhance a weapon or armor. At the end of a long rest, you can touch one unenhanced object that is a suit of armor, a shield, or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes an enhanced item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.

\n

Once you've used this feature, you can't use it again until you finish a long rest.

\n

This bonus increases to +2 at 10th level and +3 at 15th level.

\n

Tool Expertise

\n

Also at 2nd level, you gain expertise in any tool proficiencies you gain from this class.

\n

Engineering Discipline

\n

Starting at 3rd level, you begin to focus on a specific engineering discipline, which is detailed at the end of the class description. Your discipline grants you features at 3rd level and again at 6th, 14th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Quick Thinking

\n

Beginning when you reach 5th level, you regain all of your expended uses of Potent Aptitude when you finish a short or long rest.

\n

Tech Mastery

\n

At 20th level, your mastery of technology is unrivaled. Your Constitution and Intelligence scores increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.

\n
"},"className":{"value":"Engineer"},"atFlavorText":{"value":"

Engineering Disciplines

\n

The wide range of tool applications gives birth to well defined distinctions between different engineering disciplines. Each discipline focuses on maximizing the personal use of a certain tool. Your discipline grants you features at 3rd, 6th, 14th, and 18th level.

\n

@Compendium[sw5e.archetypes.2Cloz2rrPw76ACn0]{Armormech Engineering}

\n

@Compendium[sw5e.archetypes.Mbe9qsurpJ0mb4F2]{Armstech Engineering}

\n

@Compendium[sw5e.archetypes.F3eJbFw1kKde9Zg9]{Artificer Engineering}

\n

@Compendium[sw5e.archetypes.avFn1m9oUpDgKAAF]{Astrotech Engineering}

\n

@Compendium[sw5e.archetypes.UsIUJiNPmFWbEgjK]{Audiotech Engineering}

\n

@Compendium[sw5e.archetypes.uqpzyWm3JoIJlHrb]{Biochem Engineering}

\n

@Compendium[sw5e.archetypes.2yiTq2k7xFpjcLVv]{Biotech Engineering}

\n

@Compendium[sw5e.archetypes.m0oQQxDCTO6nqWnz]{Cybertech Engineering}

\n

@Compendium[sw5e.archetypes.SsvsNMkJX1wW2rs6]{Gadgeteer Engineering}

\n

@Compendium[sw5e.archetypes.KDx2Pjxk4RZQD05d]{Unstable Engineering}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":2,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.toolProf.value","value":"tin","mode":"+","targetSpecific":false,"id":4,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.int.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Engineer.webp","effects":[]} +{"_id":"O414X0HamnCKpEF5","name":"Consular","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A twi’lek in black robes steps on a terrified rodian, who scampers away on the ground. Lightning sparks from his fingers, illuminating his red and black tattoos. The rodian’s pleas for mercy fall on deaf ears as the Sith channels his lightning into his failed apprentice, leaving nothing but a charred husk behind.

\n

Sitting cross-legged on a dense patch of grass, a miraluka mystic meditates on the Force. With every breath, the trees sway with a rhythmic breeze. Though she lacks simple vision, she can see the Force as it moves everything around her.

\n

A drably-robed human focuses inward, channeling the Force into the ground around him. Slowly, all the debris within arms reach rises into the air around him; with a flick of his wrist, he clears the air, sending his projectiles to pound on the approaching tank.

\n

Consulars are the supreme wielders of the Force, defined and united by the powers they cast. Drawing on the omnipresent Force that permeates the universe, consulars cast powers of rejuvenating healing and destructive lightning, draining life-force and manipulating minds; the most powerful with the Force can even experience brief glimpses of the future.

\n

Strong with the Force

\n

Refraining from drawing their lightsabers except as a measure of last resort, consulars spend a great deal of time studying the mysteries of the Force. Their knowledge allows them to channel the Force to greater heights, unlocking unrivaled power, and twisting those powers to greater effect.

\n

Sage or Sorcerer

\n

Consulars who follow the light side of the Force, using their powers to better their communities and people, are often called sages, while consulars who fall to the dark side and subjugate or cast aside all in their path are commonly called sorcerers. Alternatively, they may tend toward the middle, refraining from politics and war, spending their time in isolation and study.

\n

While creating your consular, consider your personal philosophy in regards to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Perhaps you were ostracized from your primitive village out of superstition or jealousy. You may have been brutally trained from a young age in the dark side, fueling your innate thirst for power, or perhaps you were trained as a padawan in one of the Jedi temples. How do you treat strangers, and how do they treat you once they know your abilities? What was your family like, or what did you have instead of a family? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a consular quickly by following these suggestions. First, make Wisdom or Charisma your highest ability score, followed by Dexterity. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

","chat":"","unidentified":""},"levelsTable":{"value":"
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Force Recovery841st
2nd+2Force-Empowered Casting, Force Shield981st
3rd+2Consular Tradition, Hidden Force11122nd
4th+2Ability Score Improvement12162nd
5th+3-14203rd
6th+3Tradition feature15243rd
7th+3-17284th
8th+3Ability Score Improvement18324th
9th+4-20365th
10th+4Tradition feature21405th
11th+4-23446th
12th+4Ability Score Improvement24486th
13th+5-26527th
14th+5Tradition feature27567th
15th+5-29608th
16th+5Ability Score Improvement30648th
17th+6-32689th
18th+6Tradition feature33729th
19th+6Ability Score Improvement34769th
20th+6One with the Force35809th
"},"source":"PHB","levels":1,"archetype":"","hitDice":"d6","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Consular
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Force Recovery841st
2nd+2Force-Empowered Casting, Force Shield981st
3rd+2Consular Tradition, Hidden Force11122nd
4th+2Ability Score Improvement12162nd
5th+3-14203rd
6th+3Tradition feature15243rd
7th+3-17284th
8th+3Ability Score Improvement18324th
9th+4-20365th
10th+4Tradition feature21405th
11th+4-23446th
12th+4Ability Score Improvement24486th
13th+5-26527th
14th+5Tradition feature27567th
15th+5-29608th
16th+5Ability Score Improvement30648th
17th+6-32689th
18th+6Tradition feature33729th
19th+6Ability Score Improvement34769th
20th+6One with the Force35809th
\n
\n
\n

Class Features

\n

As a Consular, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d6 per Consular level

\n

Hit Points at 1st Level: 6 + your Constitution modifier

\n

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

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple lightweapons, simple vibroweapons

\n

Tools: None

\n

Saving Throws: Wisdom, Charisma

\n

Skills: Choose two from Deception, Insight, Intimidation, Investigation, Lore, Medicine, and Persuasion.

\n

Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Consular5d4 x 100 cr
\n

 

\n

Forcecasting

\n

In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 8 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the consular class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your consular level x 4, as shown in the Force Points column of the consular class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the consular class table.

\n

You may only cast force powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n

Force Recovery

\n

Also at 1st level, you have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of force points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again.

\n

Force-Empowered Casting

\n

At 2nd level, you gain the ability to twist your powers to suit your needs. When you cast a force power, you can expend additional force points to modify the power. You gain two of the following Empowerment options of your choice. You gain another one at 10th and 17th level.

\n

You can use only one Empowerment option on a power when you cast it, unless otherwise noted.

\n

Careful Power

\n

When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

\n

Distant Power

\n

When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.

\n

When you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.

\n

Extended Power

\n

When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.

\n

Heightened Power

\n

When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

\n

Improved Power

\n

When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.

\n

You can use Improved Power even if you have already used a different Empowerment option during the casting of the power.

\n

Lingering Power

\n

When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

\n

Pinpoint Power

\n

When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

\n

Quickened Power

\n

When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

\n

Refocused Power

\n

When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw. You can use this option even if you have already used a different Empowerment option during the casting of the power.

\n

Twinned Power

\n

When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

\n

Force Shield

\n

Also at 2nd level, you learn how to defend yourself purely through your strength with the Force. When you are hit by an attack, you can use your reaction to shroud yourself in Force energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice, a minimum of +1). This includes the triggering attack.

\n

You can use this feature twice. You gain an additional use at 5th, 11th, and 17th level in this class. You regain all expended uses when you finish a long rest.

\n

Force Affinity

\n

When you reach 3rd level, you've developed an affinity for one of the three aspects of the Force: the Ashla, the Bendu, or the Bogan. Choose one from the following:

\n

Ashla

\n

When you successfully cast a light side power, either your or the target's (your choice) hit point maximum and current hit points increase by an amount equal to the power’s level. This effect lasts for 1 minute. You can only have one instance of this effect active at a time.

\n

Bendu

\n

You can add both your Wisdom and Charisma modifier to your maximum number of force points, instead of just one.

\n

Bogan

\n

When you roll a 1 on a damage die for a dark side power, you can reroll the die and must use the new roll, even if the new roll is a 1.

\n

Consular Tradition

\n

When you reach 3rd level, you choose a consular tradition, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.

\n

Hidden Force

\n

Also at 3rd level, you learn how to conceal the casting of your force powers. When you cast a force power, you can choose to conceal the presence of that casting from others. A creature that sees you cast the force power can make an Investigation (Intelligence) check against your universal force save DC. On a success, they can determine that you used the Force in some way. If a creature has the force sight force power active, they automatically succeed on this check. A creature that can not see you automatically fails this check.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

One with the Force

\n

At 20th level, your attunement to the Force is absolute. Your Wisdom or Charisma score increases by 4, and your maximum for this score increases by 4. Additionally, you gain mastery over a single force power, and can cast it with little effort. Choose one 3rd-level force power that you know as your signature power. You can cast it once at 3rd level without expending force points. When you do so, you can’t do so again until you finish a short or long rest.

\n

If you want to cast it at a higher level, you must expend force points as normal.

"},"className":{"value":"Consular"},"atFlavorText":{"value":"

Consular Traditions

\n

Different consulars select different traditions, called Ways, to follow as they hone their powers. Your tradition grants you features at 3rd, 6th, 10th, 14th, and 18th level.

\n

@Compendium[sw5e.archetypes.kqAxtz1x4ydhppPG]{Way of Balance}

\n

@Compendium[sw5e.archetypes.Lz0gdQ5ou3k5E7Fo]{Way of Confluence}

\n

@Compendium[sw5e.archetypes.Y1JjyA1CuOSRCjAb]{Way of Endurance}

\n

@Compendium[sw5e.archetypes.e1tObWwWnq5gt9zE]{Way of Lightning}

\n

@Compendium[sw5e.archetypes.q208WP2Lacp7dG6v]{Way of Manipulation}

\n

@Compendium[sw5e.archetypes.6JrXY2jDqQiuuUGq]{Way of Negation}

\n

@Compendium[sw5e.archetypes.FLN1Vqb53UECBMVu]{Way of the Sage}

\n

@Compendium[sw5e.archetypes.12fYGPcLSITUYHMK]{Way of the Seer}

\n

@Compendium[sw5e.archetypes.Wdi8eckrcxpxQL3p]{Way of Suggestion}

\n

@Compendium[sw5e.archetypes.oYAXrbXaFVAoGDLM]{Way of Technology}

\n

@Compendium[sw5e.archetypes.r7BKY5yWig2vhW5i]{Way of Telekinetics}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightweapons","mode":"+","targetSpecific":false,"id":1,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Abilities Charisma Proficiency"},{"modSpecKey":"data.abilities.wis.proficient","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Consular.webp","effects":[]} +{"_id":"wekZnR9jIMVn4Gfq","name":"Monk","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Her vibrostaff a blur as they deflect an incoming hail of blaster bolts, a human springs over a barricade and throws herself into the massed ranks of pirates on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.

\n

Taking a deep breath, a zabrak covered in tattoos settles into a battle stance. As the first charging mercenaries reach him, he exhales and a blast of negative energy courses from his hands, engulfing his foes.

\n

Moving with the silence of the night, a black-clad mirialan steps into a shadow beneath an arch and nimbly climbs to the balcony a stone’s throw above her. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the warlord, so vulnerable in the grip of sleep.

\n

Whatever their discipline, monks are united in their ability to harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

\n

The Power of Focus

\n

Monks make careful study of a mystical energy that most monastic orders call focus. This energy is an element of the power that suffuses the galaxy—specifically, the element that flows through living bodies. Monks harness this energy within themselves to create powerful effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of focus in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of focus gives them more power over their bodies and the bodies of their foes.

\n

Training and Asceticism

\n

Most monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other power.

\n

The majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or brigands.

\n

For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth.

\n

As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery's threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself? Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community's rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home? As a result of the structured life of a monastic community and the discipline required to harness focus, monks are typically lawful in alignment.

\n

Quick Build

\n

You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the @Compendium[sw5e.backgrounds.db.uIAswoyitMSQjwU6]{Agent} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Monk
LevelProficiency BonusFeaturesMartial ArtsFocus PointsMonastic VowsUnarmored Movement
1st+2Martial Arts, Unarmored Defensed4---
2nd+2Focus, Monastic Vowsd422-
3rd+2Unarmored Movement, Deflect Missiles, Monastic Orderd432+10 ft.
4th+2Ability Score Improvement, Slow Falld442+10 ft.
5th+3Extra Attack, Stunning Striked652+15 ft.
6th+3Enhanced Strikes, Monastic Order featured662+15 ft.
7th+3Evasion, Stillness of Mindd673+15 ft.
8th+3Ability Score Improvementd683+15 ft.
9th+4Unarmored Movement Improvementd893+20 ft.
10th+4Ability Score Improvementd8103+20 ft.
11th+4Monastic Order featured8113+20 ft.
12th+4Ability Score Improvementd8123+20 ft.
13th+5Purity of Bodyd10134+25 ft.
14th+5Diamond Sould10144+25 ft.
15th+5Timeless Vesseld10154+25 ft.
16th+5Ability Score Improvementd10164+25 ft.
17th+6Monastic Order featured12175+30 ft.
18th+6Empty Bodyd12185+30 ft.
19th+6Ability Score Improvementd12195+30 ft.
20th+6Perfect Selfd12205+30 ft.
\n
\n
\n

Class Features

\n

As a Monk, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Monk level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

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

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple blasters, simple vibroweapons, chakrams, techblades

\n

Tools: None

\n

Saving Throws: Strength, Dexterity

\n

Skills: Choose two from Acrobatics, Athletics, Insight, Lore, Perception, and Stealth

\n

Equipment

\n

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

\n\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Monk4d4 x 100 cr
\n

 

\n

Martial Arts

\n

Beginning at 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are chakrams, techblades, and any simple vibroweapons that don’t have the two-handed property.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

\n\n
\n

Variant: Monks with Lightweapons
If monks gain lightweapon proficiency, consider letting them use lightweapons as monk weapons, provided the lightweapon has a vibroweapon analogue. For instance, chakrams count as monk weapons. If a monk gains proficiency in a light ring, they could also use it as a monk weapon.

\n
\n

Unarmored Defense

\n

Also at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom or Charisma modifier (your choice).

\n

Focus

\n

Starting at 2nd level, your training allows you to harness the mystic energy of focus. Your access to this energy is represented by a number of focus points. Your monk level determines the number of points you have, as shown in the Focus Points column of the Monk table.

\n

You can spend these points to fuel various focus features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more focus features as you gain levels in this class.

\n

When you spend a focus point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended focus back into yourself. You must spend at least 30 minutes of the rest meditating to regain your focus points.

\n

You use your choice of Wisdom or Charisma for your focus ability. You use the chosen ability modifier whenever a feature refers to your focus ability. Additionally, you use the chosen ability modifier when making an attack with a focus feature or setting the saving throw DC for one.

\n

Focus save DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n

Focus attack modifier = your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n

Flurry of Blows

\n

When you make your Martial Arts bonus action unarmed strike, you can spend 1 focus point to make an additional unarmed strike (no action required). At 11th level, you can instead spend 2 focus points to make two additional unarmed strikes.

\n

Patient Defense

\n

When you use your bonus action to Disengage, you can spend 1 focus point to also Dodge (no action required). At 11th level, you can instead spend 2 focus points to Dodge and gain an additional reaction until the start of your next turn. You can only take one reaction per turn.

\n

Step of the Wind

\n

When you use your bonus action to Dash, you can spend 1 focus point to double your jump distance for the turn. At 11th level, you can instead spend 2 focus points to gain a flying speed equal to your walking speed until the end of your turn, though you fall if you end your speed in the air and nothing else is holding you aloft.

\n

Monastic Vows

\n

Also at 2nd level, you’ve sworn two vows, as detailed at the end of the class description. You swear an additional vow at 7th, 13th, and 17th level.

\n

Unarmored Movement

\n

Starting at 3rd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Unarmored Movement column of the monk table.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n

Deflect Missiles

\n

Also at 3rd level, you can use your reaction to deflect a projectile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

\n

If you reduce the damage to 0, and the damage is energy or ion, you can redirect it at another target if you have a weapon capable of doing so. You can spend 1 focus point to make a ranged attack as you deflect the projectile, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the projectile counts as a monk weapon for the attack.

\n

Monastic Order

\n

Lastly at 3rd level, you commit yourself to one a monastic order, which is detailed at the end of the class description. Your order grants you features at 3rd level and again at 6th, 11th, and 17th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Slow Fall

\n

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Stunning Strike

\n

Starting at 5th level, you can interfere with an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 focus point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

\n

Enhanced Strikes

\n

Starting at 6th level, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

Evasion

\n

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect, such as a consular's force storm or an engineer's explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Stillness of Mind

\n

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

\n

Purity of Body

\n

Starting at 13th level, your mastery of the focus flowing through you makes you immune to disease and poison and resistant to poison damage.

\n

Diamond Soul

\n

Beginning at 14th level, your mastery of focus grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 focus point to reroll it and take the second result.

\n

Timeless Vessel

\n

At 15th level, your focus sustains you so that you suffer none of the frailty of old age, and you can't be aged abnormally. You can still die of old age, however. Additionally, when you complete a short rest, you can expend a Hit Die to remove 1 level of exhaustion or slowed.

\n

Empty Body

\n

Beginning at 18th level, you can use your action to spend 4 focus points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

\n

Perfect Self

\n

At 20th level, you've gained perfect control over your body. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, when you roll for initiative and have fewer than 6 focus points remaining, you regain up to 6 focus points.

\n

Monastic Vows

\n

The vows are presented in alphabetical order. If a vow has prerequisites, you must meet them to learn it. You can learn a vow at the same time you meet its prerequisites.

\n

Vow of Deflection

\n

You can use your reaction to divert a strike when you are dealt damage by a melee weapon attack. When you do so, the damage taken by the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

\n

Vow of the Devoted

\n

You gain a limited ability to manipulate the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known. You learn 2 force powers of your choice. You learn an additional power at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite. You may only learn universal powers in this way.

\n

Force Points. Rather than force points, powers you learn through this vow are cast using your focus points, at 1 focus point per power level. You may only cast universal powers in this way.

\n

Max Power Level. Many force powers can be overpowered, consuming more focus points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels. Your Max Power Level is 1st. It increases to 2nd at 7th level, 3rd at 13th level, and 4th at 17th level. You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability. You use your focus ability whenever a power refers to your forcecasting ability. If a power you cast with focus points calls for a saving throw, you use your focus save DC. If a power you cast with focus points calls for an attack roll, you use your focus attack modifier.

\n

Vow of Fate

\n

Prerequisite: 7th level
When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

\n

Vow of the Fighter

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6. You can’t take a fighting Style option more than once, even if you later get to choose again.

\n

Vow of Fortitude

\n

Prerequisite: 7th level
You can use your action or bonus action to end one effect on yourself that is causing you to be blinded or deafened.

\n

Vow of Freedom

\n

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n

Vow of Intuition

\n

You can no longer have disadvantage on attack rolls against creatures within 10 feet of you due to not being able to see them.

\n

Vow of the Limber

\n

Prerequisite: 7th level
When you make your first unarmed strike on your turn, you can choose to spend 1 focus point. If you do so, your reach with your unarmed strikes increases by 5 feet until the end of your turn.

\n

Vow of Mettle

\n

You can use Strength instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of the Mortal

\n

You can use Constitution instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of the Nemesis

\n

Prerequisite: 13th level
As a bonus action, you can choose one creature within 30 feet that you can see. The creature must make a Wisdom saving throw against your focus save DC. On a successful save, the creature becomes immune to this feature for 24 hours. On a failed save, for the next minute, the creature has disadvantage on attack rolls against creatures other than you, and it must make an additional Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this feature doesn't restrict its movement for that turn.

\n

This feature ends early if you attack another creature, if you target another hostile creature with a power or class feature, if a friendly creature damages the target, if a friendly creature targets it with a power or class feature, or if you target another creature with this feature.

\n

Vow of the Open Mind

\n

You gain proficiency in a skill of your choice. Additionally, you can spend 1 focus point and 10 minutes meditating on a skill in which you are proficient. If you do so, when you make an ability check with the chosen skill, you can add your Wisdom or Charisma modifier to the check if it doesn’t already include that modifier. You can only have one instance of this feature active at a time.

\n

Vow of Precision

\n

Prerequisite: 13th level
Your critical hit range with unarmed strikes increases by 1.

\n

Vow of Requital

\n

Prerequisite: 13th level
When you take the Dodge action and an attack made by a creature within 5 feet of you misses you before the start of your next turn, you can use your reaction to make one melee weapon attack with a monk weapon or unarmed strike against that creature.

\n

Vow of Restoration

\n

When you would make an unarmed strike, you can spend 1 focus point to instead touch a willing creature within your reach. Roll your Martial Arts die. The target gains hit points equal to the amount rolled + your Wisdom or Charisma modifier (your choice, minimum of +1).

\n

Vow of the Sentry

\n

You gain proficiency in light and medium armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing light or medium armor as long as you are not wielding a shield.

\n

Vow of Serenity

\n

Your maximum focus increases by an amount equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of +1).

\n

Vow of the Shrewd

\n

You can use Intelligence instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of Spirit

\n

You can use your choice of Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.

\n

Vow of the Versatile

\n

When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can instead make a weapon attack with a monk weapon you are wielding.

"},"className":{"value":"Monk"},"atFlavorText":{"value":"

Monastic Orders

\n

Orders of monastic pursuit are common in the locales scattered across the galaxy. Each order is based in a specific culture and is mutually exclusive, despite relying on the same basic techniques. Your order grants you features at 3rd, 6th, 11th, and 17th level.

\n

@Compendium[sw5e.archetypes.f6laKRexQAH7Oa3b]{Aing-Tii Order}

\n

@Compendium[sw5e.archetypes.5ZfztAWnxh7mqTL7]{Crimson Order}

\n

@Compendium[sw5e.archetypes.0s8yk4E0Kneqe4zt]{Echani Order}

\n

@Compendium[sw5e.archetypes.PoyYtrej7B5BZRRG]{Jal Shey Order}

\n

@Compendium[sw5e.archetypes.MorU2Jy5yx77N9QO]{Kage Order}

\n

@Compendium[sw5e.archetypes.Vtk1Pw4AILqZk27u]{Kyuzo Order}

\n

@Compendium[sw5e.archetypes.taNiZralaSUdH6a2]{Matukai Order}

\n

@Compendium[sw5e.archetypes.igjYYoVyL95UNC0c]{Nightsister Order}

\n

@Compendium[sw5e.archetypes.OPVska67MO0Zauct]{Trickster Order}

\n

@Compendium[sw5e.archetypes.gbP89R34SpttnfPb]{Whills Order}

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Starting at 10th level, while you are raging or experiencing the high of a substance, you have blindsight with a range of 10 feet. If you are both raging and experiencing the high of a substance, you instead have blindsight with a range of 30 feet.

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When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

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Prerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

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While you're raging, other creatures have disadvantage on opportunity attack rolls against you, and you can also use the Dash action as a bonus action on your turn.

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While raging, you have advantage on Constitution saving throws.

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At 6th level, while you are raging or experiencing the high of a substance, when you hit a creature with a melee weapon attack, you can expend a Hit Die to deal additional damage to the target. Roll the Hit Die, adding the result of the die to the damage roll. If you are both raging and experiencing the high of a substance, you also add your Constitution modifier to the damage roll.

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Prerequisite: 13th level
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power's caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

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Also at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

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At 20th level, you embody the power of the wilds. Your Strength or Dexterity score increases by 2, and your Consitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action.

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You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

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Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

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Prerequisite: 13th level
While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

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When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

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Prerequisite: 7th level
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

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Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

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Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

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Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated.

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Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

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Your speed increases by 10 feet.

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Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

\n

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

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When you choose this approach at 3rd level, you gain proficiency in your choice of brewer’s kit or spicer’s kit. Additionally, you have advantage on saving throws to avoid the low or addiction to substances. Lastly, you can consume substances as a bonus action, and when you do so, you can also enter a rage as a part of this same bonus action.

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Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

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At 20th level, your attunement to the Force is absolute. Your Wisdom or Charisma score increases by 4, and your maximum for this score increases by 4. Additionally, you gain mastery over a single force power, and can cast it with little effort. Choose one 3rd-level force power that you know as your signature power. You can cast it once at 3rd level without expending force points. When you do so, you can't do so again until you finish a short or long rest. If you want to cast it at a higher level, you must expend force points as normal.

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Choose three damage types. While raging, you have resistance to the chosen damage types.

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Also at 2nd level, you've honed two instincts, as detailed at the end of the class description. You hone an additional instinct at 7th, 13th, and 17th level.

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At 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

\n

You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can't be blinded, deafened, or incapacitated.

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Also at 3rd level, while you are raging or experiencing the high of a substance, you have advantage on saving throws that would force you to act against your will, be frightened, or prevent you from attacking a creature. If you are both raging and experiencing the high of a substance, you are instead immune to effects that would force you to act against your will or would prevent you from attacking a creature.

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Prerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

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By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

Additionally, if you are surprised at the start of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

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Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren't deafened.

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Beginning at 1st level, in battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action, if you aren't wearing heavy armor.

\n

While raging, you gain the following benefits:

\n\n

If you are able to cast powers, you can't cast them or concentrate on them while raging.

\n

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

\n

Once you have raged the number of times shown for your berserker level in the Rages column of the Berserker table, you must finish a long rest before you can rage again.

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Prerequisite: 13th level
While raging, you have advantage Dexterity checks, your attack rolls can't suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

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You gain a climbing speed equal to your movement speed.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"Berserker 2"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg"} -{"_id":"v4CZJ8LBMl5PYZCO","name":"Fyrnock's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you complete a long rest.

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At 14th level, while you are both raging and experiencing the high of a substance, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

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Prerequisite: 13th level
While you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

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Beginning when you reach 5th level, you regain all of your expended uses of Potent Aptitude when you finish a short or long rest.

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At 18th level, attack rolls you make while wielding a weapon with the heavy or strength properties can’t suffer from disadvantage.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"0L38TGkU8ViI7klt","name":"Master of Combat","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you are the master of combat. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can attack four times, instead of once, whenever you take the Attack action on your turn.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"0NxbCrcn4Ty81wWf","name":"Retaliation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

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Beginning when you choose this order at 3rd level, you gain a new attack option that you can use with the Attack action. This special attack is a ranged focus attack with a range of 30 feet. You are proficient with it, and you add your focus ability modifier to its attack and damage rolls. Its damage is necrotic, and it uses your Martial Arts die for its damage die.

\n

When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can replace the attack with this one.

\n

When you reduce a creature to 0 hit points with this attack, you gain temporary hit points equal to your Wisdom or Charisma modifier + your monk level (your choice, minimum of one).

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At 14th level, when you use your action to cast a force power, and you use your Fundamentals of Mechu-deru feature as a part of that casting, you can use your bonus action to cast one of the tech powers you know, as long as that power has a casting time of 1 action or bonus action.

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Also at 3rd level, as a bonus action, you can take an aggressive stance, leaping around the battlefield for 1 minute. As a part of this bonus action, and as a bonus action on each of your turns, you can cast the force jump power at 1st-level without expending force points. Additionally, when you cast force jump, you have advantage on the first attack roll you make against each creature within 5 feet of where you land.

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

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At 6th level, you can erase yourself from a single creature’s sight momentarily. As a bonus action, choose a creature within 60 feet of you that you are aware of. That creature must make a Wisdom saving throw against your universal force save DC. On a failed save, you become invisible to that creature for 1 minute, or until you deal damage to it.

\n

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

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Starting at 11th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you’ve already used your reaction, you can spend 1 focus point to take an additional reaction. You can only take one reaction per turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","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":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1P7kIHNyx9mc8CX0","name":"Unarmored Defense (Berserker)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1QqM6EmrNj4Mvcjw","name":"Master of Deception","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, your skill with a lightweapon is both mesmerizing and confounding. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1R0GS5nES0BAShSX","name":"Force Barrier","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this tradition at 3rd level, you can weave the Force around yourself for protection. When you cast a universal power of 1st level or higher, you can simultaneously manipulate the Force to create a barrier on yourself that lasts until you finish a long rest. The barrier has hit points equal to twice your consular level + your Wisdom or Charisma modifier (your choice). Your barrier can never have hit points greater than twice your consular level + your Wisdom or Charisma modifier (your choice).

\n

Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.

\n

While the barrier has 0 hit points, it can’t absorb damage, but its power remains. Whenever you cast a universal power of 1st level or higher, the barrier regains a number of hit points equal to twice the level of the power.

\n

Once you create the barrier, you can’t create it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1TSgLZzmLQooG1nX","name":"Adaptive Fighting","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you’ve learned to make adaptations to your fighting style on the fly. You have three such effects: Change Up, Draw, and Stow. When you use your Adaptive Fighting, you choose which effect to create.

\n

You can use this features a number of times equal to your Strength or Dexterity modifier (your choice, a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n
\n

CHANGE UP

\n

You can use your object interaction and expend a use of your Adaptive Fighting to change the Fighting Style option granted to you by your fighter class feature. You can’t take a Fighting Style option more than once.

\n
\n

DRAW

\n

When you use your object interaction to draw one or more weapons, you can expend a use of your Adaptive Fighting (no action required) to increase your critical hit range by 1 with the weapon(s) until the start of your next turn.

\n
\n

STOW

\n

When you use your object interaction to stow a weapon, you can expend a use of your Adaptive Fighting (no action required) to take the Disengage action.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1VKKJFetDqCF5GfT","name":"Unhindered Charge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, when you move at least 10 feet before making a melee weapon attack, you deal additional damage equal to your Strength modifier.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1a5Un991dfb6whRr","name":"Master of Moderation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, the Force flows in perfect concert with your weapon attacks. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1f9cw6pS3RiiF8DZ","name":"Modified Lightsaber","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to modify an unenhanced lightsaber utilizing your artificer knowledge. Over the course of a long rest, you can modify your lightsaber. You must have the lightsaber and artificer’s implements in order to perform this modification.

\n

Your modified lightsaber is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified lightsaber has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

At 9th level, you can maintain two different modified lightsabers. The total modification slots are split across the two items.

\n

ARTIFICER MODIFICATIONS

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n
\n
\n

ADDITONAL BEAM PORT

\n

You install a second beam port into your modified lightsaber. Your modified lightsaber gains the double (1d8) property. You can only benefit from this property while wielding your modified lightsaber with two hands.

\n
\n

ADEGAN CRYSTAL

\n

Prerequisite: 5th level
You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

ADVANCED BLASTSABER

\n

Prerequisite: 15th level
Prerequisite: Prototype Blastsaber
You further fine tune your blastsaber. As an action, you can disable a single electronic device not being worn or held by another creature within 5 feet of you. The device is then disabled until it is rebooted.

\n

Additionally, when you activate this conversion to alter the properties of your lightweapon, you create a projected barrier of ion energy in a 10-foot-radius sphere around you until the start of your next turn. Hostile creatures treat this area as difficult terrain. When a hostile creature enters the shielded area or starts its turn there, that creature takes 3d4 ion damage. Any electronics not being worn or held within the barrier’s radius are disabled until rebooted.

\n
\n

ADVANCED BRIGHTSABER

\n

Prerequisite: 15th level
Prerequisite: Prototype Brightsaber
You further fine tune your brightsaber. While activated, your modified lightsaber’s bright light now automatically dispels illusions and can detect invisibility, as with truesight.

\n

Additionally, when you activate this conversion to alter the properties of your lightweapon and use a bonus action to attempt to blind your target, it makes the saving throw with disadvantage.

\n
\n

ADVANCED DISRUPTORSABER

\n

Prerequisite: 15th level
Prerequisite: Prototype Disruptorsaber
You further fine tune your disruptorsaber. While activated, your modified lightsaber lightly obscures the area within 5 feet of it.

\n

Additionally, when you activate this conversion to alter the properties of your lightweapon and use a bonus action to attempt to knock your target prone, the next saving throw you make before the end of your next turn has advantage.

\n
\n

BARRIER

\n

Prerequisite: 5th level
On your turn, when you make an attack roll with your modified lightsaber, you can choose to forgo your proficiency bonus. If you do, you can use your reaction to erect a temporary barrier that lasts until the start of your next turn. While the barrier is activated, you have a bonus to AC against the first attack roll made against you equal to your proficiency bonus.

\n
\n

BEAM GEM LENS

\n

Prerequisite: 5th level
You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

BIOMETRIC SAFETY MEASURES

\n

A security system is installed into the hilt of your lightweapon. When a creature other than you attempts to activate your lightweapon, the activation fails. Additionally, the creature attempting to activate must make on a Constitution saving throw or take lightning damage equal to engineer level, and become shocked until the start of its next turn. On a successful save the creature takes half damage and is not shocked. Regardless of success or failure, the creature drops your modified lightsaber.

\n
\n

BLASTSABER CONVERSION

\n

Incompatible with other conversions
You heavily modify your lightweapon to allow you to make a ranged weapon attack. With this modification, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 energy damage.

\n

Additionally, when you make your first attack on your turn, you can alter the properties of your modified lightsaber. Until the start of your next turn, the damage type of your modified lightsaber is changed to ion.

\n

You can use this trait a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

BRIGHTSABER CONVERSION

\n

Incompatible with other conversions
You modify your lightweapon, giving it a brighter glow. While activated, your modified lightsaber sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

\n

Additionally, when you make your first attack on your turn, you can alter the properties of your modified lightsaber. Until the start of your next turn, the damage type of your modified lightsaber is changed to fire.

\n

You can use this trait a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

BURN THROUGH

\n

When you score a critical hit with your modified lightsaber, you have advantage on the next attack roll you make against that creature.

\n
\n

COMFORTABLE HANDLE

\n

You make minor modifications to the ergonomics of your modified saber’s hilt. Your modified lightsaber gains the finesse property.

\n
\n

CROSSGUARD

\n

You add an energy guard at the base of your modified lightsaber’s blade. While wielding your modified lightsaber, you gain a +1 bonus to your armor class against melee weapon attacks.

\n
\n

DISRUPTORSABER CONVERSION

\n

Incompatible with other conversions
You modify your lightweapon, causing it to eminate a sickly green light. Your modified lightsaber loses the luminous property.

\n

Additionally, when you make your first attack on your turn, you can alter the properties of your modified lightsaber. Until the start of your next turn, the damage type of your modified lightsaber is changed to acid.

\n

You can use this trait a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

EXTENDED BEAM

\n

You install a series of beam focusing amplifiers into your modified lightsaber. Your modified lightsaber gains the reach property.

\n
\n

GREATSABER ARRAY

\n

You augment the configuration of your modified lightsaber. Your modified lightsaber gains the two-handed property, and it’s damage die increases to 1d12.

\n
\n

INTENSE BEAM

\n

Prerequisite: 11th level
Prerequisite: Burn Through
Your modified lightsaber’s critical hit range increases by 1.

\n
\n

MAGNETIC-LOCK GRIP

\n

You insert a series of magnetically charged grips into your modified lightsaber’s hilt. While wielding your modified lightsaber, you have advantage on ability checks and saving throws made to disarm or avoid being disarmed.

\n
\n

PROTOTYPE BLASTSABER

\n

Prerequisite: 7th level
Prerequisite: Blastsaber Conversion
You fine tune your blastsaber. When you activate this conversion to alter the properties of your lightweapon, you can use your bonus action to cause your modified lightsaber to let loose a burst of energy. Creatures other than yourself within 5 feet of the target creature must succeed on a Dexterity saving throw. On a failed save, they take ion damage equal to your Intelligence modifier.

\n
\n

PROTOTYPE BRIGHTSABER

\n

Prerequisite: 7th level
Prerequisite: Brightsaber Conversion
You fine tune your brightsaber. When you activate this conversion to alter the properties of your lightweapon, you can use your bonus action to attempt to blind the target of the attack. The creature must succeed on a Constitution saving throw or be blinded.

\n
\n

PROTOTYPE DISRUPTORSABER

\n

Prerequisite: 7th level
Prerequisite: Disruptorsaber Conversion
You fine tune your disruptorsaber. When you activate this conversion to alter the properties of your lightweapon, you can use your bonus action to attempt to knock the target of your attack prone. The creature must make a Strength saving throw or be knocked prone.

\n
\n

RETURNING WEAPON

\n

You install a retractible chain in the hilt of your modified lightsaber. Your modified lightsaber gains the thrown property with a range of 20/60, and when you throw the weapon, it immediately returns to your hand.

\n
","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1zsB6yknq4JxRzNR","name":"Unwavering Self","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, if you fail a Strength, Dexterity, or Constitution saving throw, you can reroll the die. You must use the new roll.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

\n

At 15th level you can use this feature twice between long rests.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"20qc66rPhmC7wXDm","name":"Saber Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this tradition at 3rd level, you learn to deftly control your weapons utilizing the Force. As an action, you can initiate your Saber Storm. When you do so, select a light- or vibro-weapon within 5 feet that is not worn or carried by a conscious creature other than you, and use the Force to cause it to levitate, acting as an extension of your will for 1 minute. When you activate this feature, you can cause the weapon to move up to 10 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon. The weapon then returns to your side.

\n

Your weapon moves with you, and while Saber Storm is active and you have a weapon animated, on each of your turns you can use an action to move a weapon up to 10 feet and repeat the attack against a creature within 5 feet of it. The weapon then returns to your side. Your Saber Storm ends early if you are incapacitated. At any time, you can end this feature and return the animated weapon to your hand.

\n

Additionally, while your Saber Storm is active, and at least one animated weapon is within 5 feet of you, you gain the following benefits:

\n\n

This feature can animate more than one weapon when you reach higher levels: two weapons at 5th level, three weapons at 11th level, and four weapons at 17th level. When you use your action to attack with your weapons, you can direct them at the same target or at different ones. Make a separate attack roll for each weapon.

\n

At 5th level, the distance your weapon can travel increases to 20 feet. This distance increases to 30 feet at 11th level, and 40 feet at 17th level.

\n

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"21IcHCEbQXjzQ8kr","name":"Master of Ferocity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you are a paragon of extraordinary martial prowess. Your Strength and Dexterity scores increase by 2. Your maximum for those scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you complete a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"28peWa7ad8J7FIF7","name":"Dual Wielder","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, when you engage in Two-Weapon Fighting, you can add your Strength or Dexterity modifier (your choice) to the damage of your Two-Weapon Fighting attack as long as it doesn’t already include that modifier.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"2HMgRTnCktSPFpgt","name":"Channel the Force (Makashi)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain the following Channel the Force option.

\n
\n

MAKASHI RIPOSTE

\n

When another creature damages you with a melee attack, you can expend a use of your Channel the Force and use your reaction to attempt to deflect the attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your guardian level.

\n

If you reduce the damage to 0, you can immediately make a single melee weapon attack against that creature as a part of the reaction.

\n
","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"2N5w1alVvT1VcSau","name":"Potent Integration","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, when your droid makes an attack roll, you can use your reaction to expend one use of your Potent Aptitude to give it a boost. Roll the die and add it to both the attack and damage rolls, if the attack hits.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","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":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"2cPRZiAJPegsDJEt","name":"Techcasting (Engineer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 1st level, during your training you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

TECH POWERS KNOWN

\n

You learn 6 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the engineer table. You may not learn a tech power of a level higher than your Max Power Level.

\n

TECH POINTS

\n

You have a number of tech points equal to your engineer level x 2, as shown in the Tech Points column of the engineer table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

MAX POWER LEVEL

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the engineer table.

\n

You may only cast tech powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.

\n

TECHCASTING ABILITY

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n
\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n
\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n
\n

TECHCASTING FOCUS

\n

You use a wristpad (found in chapter 5) or your tool proficiencies granted by this class as a techcasting focus for your tech powers.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"2dNKCtW7jCM0xNgT","name":"Rallying Cry","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, when you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"2jowNrxwqUrXnIlu","name":"Force-Empowered Self","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 2nd level, your training allows you to harness the mystical energy of the Force throughout your body. When you hit a creature with a melee weapon attack, you can spend 1 force point to use a Force-Empowered Self effect. Each effect uses a d4, which changes as you gain sentinel levels, as shown in the Kinetic Combat column of the sentinel table. You have three such effects: Deflection, Double Strike, and Slow Time. You can only use each effect once per turn, and you can only use one effect per hit.

\n
\n
\n

DEFLECTION

\n

You can roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.

\n
\n

DOUBLE STRIKE

\n

You can roll a Kinetic Combat die and deal additional damage equal to the amount rolled.

\n
\n

SLOW TIME

\n

You can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.

\n
","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"2nd8f6jyBtaKRMJq","name":"The Way of the Varactyl","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can enter an unyielding stance for one minute. While in this stance, you have advantage on ability checks and saving throws to shove, trip, and avoid being moved, and you ignore difficult terrain. Additionally, once per turn, when you hit with a melee weapon attack, you can attempt to shove the target up to 10 feet away from you (no action required).

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you complete a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3AZcaWJypiKyjbDo","name":"Resilient Retainer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

\n

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3OqwFmlRSb2bklnK","name":"Bumbling Technique","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this order at 3rd level, your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. When you make a Charisma (Performance) check, you gain a bonus to the check equal to half your Wisdom modifier (rounded down, minimum of +1) if it doesn’t already include that modifier.

\n
\n

Additionally, you learn how to twist and turn quickly. Whenever you use your bonus action to make an unarmed strike, creatures you hit can’t make opportunity attacks against you, and your speed increases by 10 feet until the end of your turn.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3jqPPd5qJBBnonPw","name":"Seeing Sound","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, while you are raging or experiencing the high of a substance, you have blindsight with a range of 10 feet. If you are both raging and experiencing the high of a substance, you instead have blindsight with a range of 30 feet.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3lqydI4v73szourv","name":"Raging Whirlwind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, you can send your weapon spinning into a gravity-defying whirlwind of pain. Once per rage as an action, you may throw a weapon with the thrown property to a point you choose within 60 feet. The weapon fills the air as a cyclone in a 10 foot radius sphere centered on that point. A creature takes damage equal to the thrown weapon’s damage + your Strength modifier + your Rage Damage when it enter’s the whirlwind’s area for the first time on a turn or starts its turn there. This effect ends when you command the weapon to return to you as a free action or your rage ends.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3paFYzEDFl0XWuO8","name":"Duplicitous Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, when you make a Dexterity (Sleight of Hand) check, you gain a bonus to that check equal to your Wisdom or Charisma modifier (your choice, minimum of one).

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3qzL7p1j5m4LlIah","name":"Force Recovery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 1st level, you have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of force points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3wNWE9KjkFD76PuW","name":"Droid Companion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to employ all the knowledge you’ve accumulated to create and customize your own personalized droid companion.

\n

Choose your droid, which is detailed at the end of this discipline. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finally finish your droid.

\n

If your droid is irreparably destroyed, or you want to interface with a different droid, you can spend an additional 250 credits and 1 hour to change the target of this feature. You may only have one droid companion at a time.

\n

Your droid gains a variety of benefits while it is interfaced with you:

\n\n

Additionally, you can modify your droid. Your droid companion has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

GENERATING YOUR DROID

\n

Choosing your droid companion is an integral part of being an Astrotech Engineer. The class of droid you choose determines their features. Class I through V droids are all appropriate options, with their statistics listed below.

\n

Once you’ve selected your type of droid class, you assign your droid’s ability scores using standard array (16, 14, 14, 12, 10, 8) as you see fit.

\n
\n

DROID FEATURES

\n

All droids share the following features.

\n
\n
RESISTANCES AND VULNERABILITIES
\n

\n
    \n
  • Droid Resistances: Your droid is resistant to necrotic, poison, and psychic damage, and immune to poison and disease.
  • \n
  • Droid Vulnerabilities: Your droid is vulnerable to ion damage. Additionally, your droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
  • \n
\n
\n
TRAITS
\n

\n\n
\n

CLASS I DROID

\n
\n
Class I droids are programmed for the mathematical, medical, or physical sciences. Subcategories of the first degree are medical droids, biological science droids, physical science droids, and mathematics droids.
\n
As a class I droid, your droid companion has the following features.
\n
HIT POINTS
\n

\n
    \n
  • Hit Dice: 1d8 per class I droid level
  • \n
  • Hit Points at 1st Level: 8 + your droid’s Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d8 (or 5) + your droid’s Constitution modifier per class I droid level after 1st
  • \n
\n
\n
PROFICIENCIES
\n

\n
    \n
  • Armor: Light armor plating
  • \n
  • Weapons: Simple blasters, simple vibroweapons
  • \n
  • Tools: None
  • \n
\n
\n
    \n
  • Languages: Class I droids can speak, read, and write Galactic Basic and one language of your choice. They can understand spoken and written Binary, but can not speak it
  • \n
  • Saving Throws: Wisdom, Intelligence
  • \n
  • Skills: Two Intelligence, Wisdom, or Charisma skills of your choice
  • \n
\n
\n
FEATURES
\n

\n\n
\n

CLASS II DROID

\n
\n
Class II droids are programmed for engineering and other technical sciences. They differ from class I droids because they apply the science to real-life situations. Class II droids are rarely equipped with Basic vocabulators, instead communicating through Binary. There are five subcategories of class II droids. Astromech, exploration, environmental, engineering, and maintenance droids are all class II
droids.
\n
As a class II droid, your droid companion has the following features.
\n
HIT POINTS
\n

\n
    \n
  • Hit Dice: 1d6 per class II droid level
  • \n
  • Hit Points at 1st Level: 6 + your droid’s Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d6 (or 4) + your droid’s Constitution modifier per class II droid level after 1st
  • \n
\n
\n
PROFICIENCIES
\n

\n
    \n
  • Armor: Light armor, medium armor
  • \n
  • Weapons: Simple blasters and simple vibroweapons with the light property
  • \n
  • Tools: Your choice of demolition’s kit, security kit, or slicer’s kit
  • \n
\n
\n
    \n
  • Languages: Class II droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
  • \n
  • Saving Throws: Dexterity, Intelligence
  • \n
  • Skills: Two of your choice
  • \n
\n
\n
FEATURES
\n

\n\n
\n

CLASS III DROID

\n
\n
Class III droids are programmed to interact with humans. They are said to be the most advanced droids ever invented. Protocol, servant, tutor, and child care droids are all class III droids.
\n
As a class III droid, your droid companion has the following features.
\n
HIT POINTS
\n

\n
    \n
  • Hit Dice: 1d8 per class III droid level
  • \n
  • Hit Points at 1st Level: 8 + your droid’s Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d8 (or 5) + your droid’s Constitution modifier per class III droid level after 1st
  • \n
\n
\n
PROFICIENCIES
\n

\n
    \n
  • Armor: Light armor
  • \n
  • Weapons: Simple blasters, simple vibroweapons
  • \n
  • Tools: None
  • \n
\n
\n
    \n
  • Languages: Class III droids can speak and understand all registered languages
  • \n
  • Saving Throws: Wisdom, Charisma
  • \n
  • Skills: None
  • \n
\n
\n
FEATURES
\n

\n\n
\n

CLASS IV DROID

\n
\n
Class IV droids are programmed for military and security purposes. Such droids tend to perform tasks of violence or combat might be expected. Almost all class IV droids carry weapons. Armed combat droids are among the first droids ever created. Security, gladiator, battle, and assassin droids are all class IV droids.
\n
As a class IV droid, your droid companion has the following features.
\n
HIT POINTS
\n

\n
    \n
  • Hit Dice: 1d8 per class IV droid level
  • \n
  • Hit Points at 1st Level: 8 + your droid’s Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d8 (or 5) + your droid’s Constitution modifier per class IV droid level after 1st
  • \n
\n
\n
PROFICIENCIES
\n

\n
    \n
  • Armor: All armor
  • \n
  • Weapons: All blasters, All vibroweapons
  • \n
  • Tools: None
  • \n
\n
\n
    \n
  • Languages: Class IV droids can speak, read, and write Galactic Basic and one language of your choice. They can understand spoken and written Binary, but can not speak it
  • \n
  • Saving Throws: Strength, Dexterity
  • \n
  • Skills: None
  • \n
\n
\n
FEATURES
\n

\n\n
\n

CLASS V DROID

\n
\n
Class V droids are programmed for menial and low-skill tasks. Such droids tend to perform basic tasks such as construction, lifting, maintenance, mining, sanitation, and transportation.
\n
As a class V droid, your droid companion has the following features.
\n
HIT POINTS
\n

\n
    \n
  • Hit Dice: 1d8 per class V droid level
  • \n
  • Hit Points at 1st Level: 8 + your droid’s Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d8 (or 5) + your droid’s Constitution modifier per class V droid level after 1st
  • \n
\n
\n
PROFICIENCIES
\n

\n
    \n
  • Armor: Light armor, medium armor
  • \n
  • Weapons: All vibroweapons, simple blasters
  • \n
  • Tools: One set of artisan’s implements
  • \n
\n
\n
    \n
  • Languages: Class V droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
  • \n
  • Saving Throws: Strength, Constitution
  • \n
  • Skills: Athletics
  • \n
\n
\n
FEATURES
\n

\n\n
\n

ASTROTECH MODIFICATIONS

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n
\n
\n

ADVANCED POWER CORE

\n

Prerequisite: 7th level, d10 Hit Die
Your droid’s hit points increase by an amount equal to its level + 1 and its Hit Die becomes a d12.

\n
\n

ALARM PROTOCOL

\n

You install an alarm module in your droid, granting the following benefits:

\n\n
\n

ANALYSIS PROTOCOL

\n

Prerequisite: 7th level, Class I Droid
Your droid can analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your droid’s turn, your droid can analyze a target it can see within 60 feet of it. For the next minute, or until it analyzes another target, it gains the following benefits:

\n\n
\n

ARM CANNONS

\n

You install dual arm cannons in your droid. The arm cannons have 2 charges. As an action, your droid can use charges to cast the overload tech power, using 1 charge per level. The saving throw is made against your droid’s tech save DC (8 + your droid’s proficiency bonus + your droid’s Intelligence modifier).

\n

You can choose this modification multiple times. Each time you do so, the arm cannons gain another charge, to a maximum of 4. The arm cannons regain all charges after a long rest.

\n
\n

BACK-UP PROTOCOL

\n

Prerequisite: 7th level
You install an emergency protocol in your droid, prompting a quick reboot after critical damage is taken. If your droid would be reduced to 0 hit points, it instead is reduced to 1.

\n

Once your droid uses this feature, it must finish a short or long rest before it can use it again.

\n
\n

CELERITY AUGMENT

\n

You augment your droid to move a little faster. Your droid’s speed increases by 5 feet.

\n

You can choose this modification twice.

\n
\n

CHARISMA CHIP

\n

Prerequisite: Class III Droid
You install a charisma chip in your droid. When an ally your droid can see makes an ability check, attack roll, or saving throw, your droid can use its reaction to give them advantage on the roll. It can do so before or after they roll the d20, but before the GM says the roll succeeds or fails. Once your droid uses this ability, it can’t use it again until it finishes a short or long rest.

\n
\n

DARKVISION OPTICS

\n

Your droid has darkvision to a range of 60 feet. If your droid already has darkvision, this modification increases its range by 30 feet.

\n
\n

DURABILITY MODULE

\n

You enhance your droid’s durability, granting the following benefits:

\n\n
\n

EMERGENCY MODE

\n

Prerequisite: 15th level
Prerequisite: Back-Up Protocol
You modify your droid’s back-up protocol. When your droid’s back-up protocol is initiated, it can use its reaction to make one attack roll against a target within range. If the target is the source of the damage that reduced your droid to 0, the attack roll has advantage.

\n
\n

ENERGY SHIELD

\n

You install an energy shield in your droid, which has 1 charge. As an action, your droid can use 1 charge to cast the energy shield tech power.

\n

You can choose this modification multiple times. Each time you do so, the energy shield gains another charge, to a maximum of 3. The energy shield regains all expended charges after a long rest.

\n
\n

EXPERTISE PROTOCOL

\n

Prerequisite: 5th level
You install a protocol in your droid that grants it expertise in a tool or skill in which it is proficient.

\n
\n

FALSE COMBUSTION

\n

Prerequisite: Class II Droid
As a reaction in response to taking damage, your droid can feign an explosion. For 1 minute, it appears to be destroyed to all outward inspection. A creature can use its action to inspect your droid and make an Intelligence (Investigation) check (DC = 8 + your droid’s proficiency bonus + your droid’s Intelligence modifier). If it succeeds, it becomes aware that your droid still functions.

\n
\n

FIGHTING STYLE PROTOCOL

\n

Your droid adopts a particular style of fighting as its specialty. Choose one of the fighting style options, detailed in chapter 6. Your droid can’t take a Fighting Style option more than once, even if it later gets to choose again.

\n
\n

FLAMETHROWER

\n

You install a flamethrower in your droid. The flamethrower has 1 charge. As an action, your droid can cast the jet of flame tech power, though it does not scale with higher levels, or use 1 charge to cast the flame sweep tech power at 1st level. The saving throw is made against your droid’s tech save DC (8 + your droid’s proficiency bonus + your droid’s Intelligence modifier).

\n

You can choose this modification multiple times. Each time you do so, the flamethrower gains another charge, to a maximum of 3. If the flamethrower has multiple charges, you can use multiple charges to cast flame sweep at a higher level, 1 point per charge. The flamethrower regains all expended charges after a long rest.

\n
\n

FOUR-ARMED COMBATANT

\n

Prerequisite: Class IV Droid
You install two additional arms to improve your droid’s combat capabilities, granting it four arms which it can use independently of one another. Your droid can only gain the benefit of items held by two of its arms at any given time, and once per round your droid can switch which arms it is benefiting from (no action required).

\n

While your droid has at least 3 arms free, it has a climbing speed equal to its walking speed.

\n
\n

HEAVY PLATING

\n

Prerequisite: Medium Armor proficiency
Your droid gains proficiency in heavy armor. If your droid is already proficient in heavy armor, instead critical hits are treated as normal hits against it.

\n
\n

LIGHT PLATING

\n

Your droid gains proficiency in light armor. If your droid is already proficient in light armor, instead your droid’s speed increases by 5 feet while light armor is integrated.

\n
\n

MARTIAL PROTOCOL

\n

Prerequisite: 7th level, Class IV Droid
Your droid has martial training that allows it to perform special combat maneuvers. It gains the following benefits:

\n\n
\n

MEDIUM PLATING

\n

Prerequisite: Light Armor proficiency
Your droid gains proficiency in medium armor. If your droid is already proficient in medium armor, the maximum Dexterity bonus your droid can add to AC increases to 3 from 2 while medium armor is integrated.

\n
\n

MEMORY PROTOCOL

\n

Prerequisite: Class I Droid
Your droid can recall anything it has read in the past month that it understood. This includes but is not limited to books, maps, signs, and lists.

\n
\n

OBSERVANT PROTOCOL

\n

Prerequisite: 7th level
Prerequisite: Alarm Protocol
You modify the alarm module in your droid, granting the following benefits:

\n\n
\n

PERFORMANCE PROTOCOL

\n

Prerequisite: 7th level, Class III Droid
You modify your droid’s charisma chip, granting the following benefits:

\n\n
\n

POWERFUL DROID

\n

Prerequisite: Class V Droid
Your droid’s carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.

\n
\n

POWERFUL GRIP

\n

Prerequisite: 7th level, Class V Droid
When your droid hits a creature with a melee weapon attack on its turn and has a free hand, it can use a bonus action to attempt to grapple the target. If it does so, and the grapple succeeds, your droid can make one additional attack against the target (no action required).

\n
\n

PREMIUM POWER CORE

\n

Prerequisite: d6 Hit Die
Your droid’s hit points increase by an amount equal to its level + 1 and its Hit Die becomes a d8.

\n
\n

PROFICIENCY PROTOCOL

\n

You install a protocol in your droid that grants it proficiency in a tool or skill. Your droid gains proficiency in a tool or skill of your choice.

\n

You can choose this modification multiple times.

\n
\n

PROTOTYPE POWER CORE

\n

Prerequisite: d8 Hit Die
Your droid’s hit points increase by an amount equal to its level + 1 and its Hit Die becomes a d10.

\n
\n

REPULSOR COIL

\n

Prerequisite: 7th level, Class II Droid
You install repulsor coils in your droid’s legs. Your droid gains a flying speed equal to its walking speed.

\n
\n

SENSOR AUGMENTATION

\n

You augment your droid with an advanced sensor, granting the following benefits:

\n\n
\n

STUN RAY

\n

You install a stun ray in your droid. The stun ray has 1 charge. As an action, your droid can use 1 charge to cast the hold droid or paralyze humanoid tech power. The saving throw is made against your droid’s tech save DC (8 + your droid’s proficiency bonus + your droid’s Intelligence modifier).

\n

You can choose this modification multiple times. Each time you do so, the stun ray gains another charge, to a maximum of 3. The stun ray regains all expended charges after a long rest.

\n
\n

TECHCASTING PROTOCOL

\n

Your droid learns one at-will tech power and one 1st-level tech power, which it can cast at its lowest level once per long rest. Your droid’s techcasting ability is Intelligence. It does not require use of a wristpad for these powers. At-will powers chosen in this way do not scale with higher levels.

\n
\n

TOUGHNESS MODULE

\n

Prerequisite: 11th level
Prerequisite: Durability Module
You modify the durability module in your droid, granting the following benefit:

\n\n
\n

TRUESIGHT OPTICS

\n

Prerequisite: 11th level
Prerequisite: Darkvision Optics
Your droid can see through illusions and detect invisibility within 30 feet, as with truesight.

\n
","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"4XaA12U40vAZxRhi","name":"Deflect Missiles","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can use your reaction to deflect a projectile when you are dealt damage by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

\n

If you reduce the damage to 0, and the damage is kinetic, energy, or ion, you can redirect it at another target if you have a weapon capable of doing so. You can spend 1 focus point to make a ranged attack as you deflect the projectile, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the projectile counts as a monk weapon for the attack.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"4da8QNAWRrgGCkt3","name":"Flow-Walking","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you can cast the phasestrike force power without expending force points. When you reach 11th level, the damage bonus of the special attack made during phasestrike increases to 2d8, and at 17th level it increases to 3d8.

\n

Additionally, when you use your action to cast an at-will force power, you can use your Martial Arts or Focus features.

\n

You can use these features a combined number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"4lbz6IOCT4Ls6lgC","name":"Spirit Guide","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, you can invoke each of your totems twice, instead of once. You regain all expended uses when you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"4xUvdPmOAggsvACD","name":"Improved Danger Sense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, while raging, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage against effects that you can see, such as traps and powers, you are treated as proficient in the save, and you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"4xxqmHwlwgyQjfrT","name":"Eye of the Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, when you score a critical hit with a melee weapon attack, you regain a use of your Channel the Force, to a maximum of your Wisdom or Charisma modifier (your choice, minimum of one).

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"56rZNAyhWtZrxiWp","name":"Painkiller","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, whenever you cast a tech power of 1st-level or higher, or deal damage using your Explosive Resilience feature, you can cause a friendly creature you can see within 30 feet to gain temporary hit points equal to half your berserker level (rounded up) + your Intelligence modifier. Additionally, while they have these temporary hit points, they have advantage on saving throws against effects that would cause them to be frightened.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"5Fh5O4hQO1zEfI4B","name":"Iridescent Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 17th level, when you use your action to cast a force power, you can spend 2 focus points to teleport to a space within 5 feet of a creature affected by the power and make two unarmed strikes against that creature as a bonus action.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","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":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"5G5BbnJq7kguaZAD","name":"The Way of the Vornskr","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can take a savage stance, designating one creature you can see within 10 feet of you as your prey for 1 minute. You have advantage on attack rolls against the creature. If the target drops to 0 hit points, you can use a bonus action on a subsequent turn to mark a new creature.

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you complete a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"5LIZH5J156FPC8Ar","name":"Fighting Style (Guardian)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"5MSNIuwM4DtqFzxV","name":"Infuse Item","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 2nd level, you gain the ability to temporarily enhance a weapon or armor. At the end of a long rest, you can touch one unenhanced object that is a suit of armor, a shield, or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes an enhanced item, granting a +1 bonus to AC if it’s armor or a shield or a +1 bonus to attack and damage rolls if it’s a weapon.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

\n

This bonus increases to +2 at 10th level and +3 at 15th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"5PS62OPmM18ws0x9","name":"Channel the Force (Niman)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain the following Channel the Force option.

\n
\n

TELEKINETIC SLASH

\n

When you deal damage with an at-will force power that requires a force attack or a saving throw, you can expend a use of your Channel the Force and expend force points to deal additional damage to the target, which is the same type as the power’s damage. The additional damage is 1d8 for each point spent in this way.

\n

You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

\n
","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"5lGNQ7HmWwhWL9Gf","name":"Action Surge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

\n

Once you’ve used this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6QEvSr6jJjATZguf","name":"Form Basics (Jar'Kai)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Jar’Kai lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6SND1rFXxTWOyREh","name":"Gadgeteer Harness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to create and modify adventuring gear utilizing your gadgeteer experience. Over the course of a long rest, you can create your modified gadgeteer harness. You must have gadgeteer’s implements in order to perform this modification.

\n

Your gadgeteer harness is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your gadgeteer harness has 4 modification slots to which you can affix gadgets, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

GADGETEER CONTRAPTIONS

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n
\n
\n

ADVANCED GROUNDING SYSTEM

\n

Prerequisite: 13th level
Prerequisite: Prototype Grounding System
While wearing your gadgeteer harness you have immunity to lightning damage.

\n
\n

AUTO-INJECTION REGENERATOR

\n

Prerequisite: 5th level
You install a special kolto injector into your gadgeteer harness that can inject you with kolto in response to pain. When you take damage, you can use your reaction and expend a Hit Die to regain health as long as the damage would not reduce your hit points to 0.

\n
\n

AUTOTHRUSTERS

\n

Prerequisite: Jet Pack
You can take the Dash and Disengage actions as a bonus action while your jet pack is active.

\n
\n

CLIMBING GLOVES

\n

You craft a set of gloves with a powerful assisted grip. While wearing these gloves, you have a climbing speed of 20 feet, and you have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n
\n

DARKVISION GOGGLES

\n

You craft a pair of sight-enhancing goggles. While wearing these goggles, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

\n
\n

EXTENDED TANK

\n

Prerequisite: 5th level
Prerequisite: Jet Pack
Your jet pack now lasts up to 10 minutes when activated.

\n
\n

FLAME VENTS

\n

Prerequisite: 9th level
Prerequisite: Jet Pack
You learn the flame sweep tech power and can cast it at first level without using tech points. Once you have used this ability, you cannot use it again until you finish a short or long rest.

\n

Additionally, while your jet pack is active, you can cast flame sweep using your bonus action instead of your action.

\n
\n

GROUNDING SYSTEM

\n

While wearing your gadgeteer harness you are immune to the shocked condition.

\n
\n

INTEGRATED INHIBITOR

\n

Prerequisite: 5th level
While using your harness as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

INTEGRATED TARGETER

\n

Prerequisite: 5th level
While using your harness as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

INTELLIGENCE CORE OVERRIDE

\n

Prerequisite: 9th level
You can cast the override interface tech power at 5th level without spending tech points.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

\n
\n

JET PACK

\n

You add integrate a jet pack into your gadgeteer harness to grant you temporary, limited flight. Activating or deactivating the jets requires a bonus action and, while active, you have a flying speed of 30 feet.

\n

The jet pack last for 1 minute before deactivating. Once the jets have been activated, they can’t be activated again until you finish a short or long rest.

\n

Your jet pack’s speed increases to 40 feet at 5th level, 50 feet at 9th level, 60 feet at 13th level, 70 feet at 17th level, and 80 feet at 20th level.

\n
\n

MECHANICAL ARM

\n

You create a mechanical arm which mounts to your shoulder, which you can use independently. You can only gain the benefit of items held by two of your arms at any given time.

\n

You can choose this modification twice.

\n
\n

MIMICKER

\n

Prerequisite: 9th level
You create a device that attaches to your gadgeteer harness. Your mimicker casts a shadow that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function for 1 minute. Your mimicker is suppressed while you are incapacitated, restrained, or otherwise unable to move.

\n
\n

MINIATURIZED HYDRAULICS

\n

Your gadgeteer harness can store 20 pounds of equipment without adding to your encumbrance.

\n
\n

OIL SPILL

\n

As an action, you can cast the oil slick tech power without expending tech points. Casting the power in this way does not require concentration, and the oil will remain in place for the full duration of the power.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n
\n

POWERED GRAPPLING HOOK

\n

Prerequisite: 9th level
Prerequisite: Wrist-Mounted Grappling Hook
While your wrist-mounted grappling hook is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.

\n
\n

PROTOTYPE GROUNDING SYSTEM

\n

Prerequisite: 9th level
Prerequisite: Grounding System
While wearing your gadgeteer harness you have resistance to lightning damage.

\n
\n

QUICK START ENGINE

\n

Prerequisite: 5th level
Prerequisite: Jet Pack
You can now activate your Jet Pack as an object interaction rather than as a bonus action.

\n
\n

RECYCLED ADRENALS

\n

You can augment a single adrenal to regain its charge. This adrenal can only be used by you, and it can only affect you. Once you’ve used this adrenal, you can’t use it again until you finish a short or long rest.

\n
\n

RECYCLED EXPLOSIVES

\n

You can augment a single explosive to regain its charge. This explosive can only be used by you, and it uses your tech save DC instead of its own, unless its own DC would be higher. Once you’ve used this explosive, you can’t use it again until you finish a short or long rest.

\n
\n

RECYCLED STIMPACS

\n

You can augment a single stimpac to regain its charge. This stimpac can only be used by you, and it can only affect you. Once you’ve used this stimpac, you can’t use it again until you finish a short or long rest.

\n
\n

SENTRY TURRET

\n

You learn how to craft small sentry turrets shaped like globes that can adhere to any surface. As an action or bonus action (your choice), you can throw a sentry to a point you can see within range (30 feet + your Strength modifier x 5). At the end of each of your turns, a deployed sentry automatically targets a hostile creature within 10 feet of it. If multiple targets are available, one is chosen at random. The target must make a Dexterity saving throw. On a failed save, it takes 1d4 energy damage and gains 1 slowed level until the end of your next turn. If a creature would be targeted by more than one of these sentries, it only makes this saving throw once, taking an additional d4 damage for each sentry beyond the first.

\n

The sentries have 1 hit point, an armor class of 10, and can be repaired over the course of a long rest. Each sentry lasts for 1 minute before deactivating. You can maintain a number of sentries equal to your Intelligence modifier. Once a sentry has been activated, it can’t be activated again until you finish a short or long rest.

\n
\n

SHOCKING HOOK

\n

Prerequisite: 9th level
Prerequisite: Wrist-Mounted Grappling Hook
After hitting a creature with your grappling hook, you can use the connection to deliver an at-will tech power. As a bonus action, you can cast an at-will tech power at the target with a range of touch. If the power requires an attack roll, you have advantage. If the target requires a saving throw, the target has disadvantage.

\n

Once you’ve used this feature, you can’t use it again until you recover the harpoon.

\n
\n

STEALTH FIELD GENERATOR

\n

Prerequisite: 9th level
You create an augmented belt that functions as a portable, personal cloaking device. Activating or deactivating the generator requires a bonus action and, while active, you have advantage on Dexterity (Stealth) ability checks that rely on sight. The generator lasts for 1 minute. This effect ends early if you make an attack or cast a force- or tech- power.

\n

Once the belt has been activated, it can’t be activated again until you finish a short or long rest.

\n
\n

SHOCKING BARRIER

\n

Prerequisite: 5th level
You enhanced your barriers. Whenever a creature with one of your barriers active takes damage from a creature within 5 feet of it, the damaged creature can roll your Potent Aptitude die, dealing the result of the die as lightning damage to the creature that damaged it.

\n
\n

TRUESIGHT GOGGLES

\n

Prerequisite: 11th level
Prerequisite: Darkvision Goggles
You modify your goggles with a toggle allowing you to briefly gain enhanced sight. As a bonus action, you can activate the truesight feature of your goggles. When toggled on, for the next minute your goggles now automatically dispel illusions and can detect invisibility, as with truesight.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n
\n

WEAPON INTEGRATION

\n

You can integrate a single weapon that weighs no more than 8 lb. into your gadgeteer harness. While integrated, that weapon gains the hidden and fixed properties.

\n
\n

WRIST-MOUNTED GRAPPLING HOOK

\n

You craft a wrist-mounted grappling hook weapon attached to a tightly coiled cord. With this contraption, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d4 kinetic damage. This attack can target a surface, object, or creature.

\n

A creature struck by this attack is impaled by the hook. As an action, a creature can attempt to remove the hook. Removing the hook requires a Strength check. While the hook is stuck in the target, you are connected to the target by a 60 foot cable.

\n

While the hook is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).

\n

Once you’ve used this feature, you can’t use it again until you recover and reinsert the hook as an action.

\n
","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6Sr3sIGSmzAIr5mW","name":"Battle Readiness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, you have fully learned how to meld your physical self with the Force. When you take the Dodge or Disengage actions, or use your action to cast a force power, you can make one melee weapon attack as a bonus action.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6SyXNLWcjSmB8Z0l","name":"Knowledge Unbound","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you reach 20th level, you are the pinnacle of your pursuit. Your Intelligence score increases by 4. Your maximum for that score increases by 4. Additionally, you can use any maneuver you know without expending a superiority die, rolling a d4 instead.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6eMAnnFSy2Em1tyB","name":"Determination","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, you gain one of the following features.

\n

Choose Aggressive Negotiations for Shien or Reliable Vigor for Djem So.

\n
\n

AGGRESSIVE NEGOTIATIONS

\n

When you make a Charisma (Intimidation) or Charisma (Persuasion) check, you gain a bonus to the check equal to half your Strength modifier (rounded down) if it doesn’t already include that modifier.

\n
\n

RELIABLE VIGOR

\n

If your total for a Strength check or saving throw is less than your guardian level, you can use your guardian level in place of the total.

\n
","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6yrORGVIi0v9jqNx","name":"Force-Enhanced Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning when you choose this order at 3rd level, you learn to channel the Force into your unarmed strikes and monk weapons, further enhancing your melee strikes. When you hit a creature with an unarmed strike or monk weapon, you can spend 1 focus point to force the creature to make a Strength saving throw. On a failed save, it takes 2d6 force damage and is pushed up to 15 feet away from you. On a successful save, the creature only takes half as much damage and isn’t pushed.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"71u1CPfFOBP2UZgi","name":"Stillness of Mind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, you can use your action or bonus action to end one effect on yourself that is causing you to be charmed or frightened.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7EFy4psVKFV8Txr5","name":"Path of the Echani","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning when you choose this order at 3rd level, your special martial arts training leads you to master the use of certain weapons. You gain the following benefits.

\n
\n

ECHANI WEAPONS

\n

Choose two types of weapons to be your Echani weapons: one vibroweapon and one blaster. Each of these weapons can be any simple or martial weapon that lacks the special property. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this order’s features work only with your Echani weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon to be an Echani weapon for you, following the criteria above.

\n
\n

AGILE PARRY

\n

If you make an unarmed strike as part of the Attack action on your turn and are holding an Echani weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

\n
\n

ECHANI'S SHOT

\n

 You can use a bonus action on your turn to make your ranged attacks with an Echani weapon more deadly. When you do so, any target you hit with a ranged attack using an Echani weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.

\n
","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7I2mlmAOF7bzSAId","name":"Techcasting Secrets","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you’ve learned to mimic technological effects. Choose two tech powers of 1st level. The chosen powers count as universal force powers for you, but are not included in the number in the Powers Known column of the consular table.

\n

At 10th level, you learn two additional tech powers of 1st or 2nd level. At 14th level, you learn two tech powers of 1st-3rd level, and at 18th level, you learn two tech powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power of the same level.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7TppyPEkrnorRw70","name":"Preternatural Counter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 6th level, your quick mind and study of your foe allows you to use their failure to your advantage. When a creature within 5 feet of you misses you with a melee attack, you can use your reaction to make an unarmed strike against that creature.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","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":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7cDCGTD6Zi8u9u8C","name":"Deceptive Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, when you cast a force power with a range of touch while Saber Storm is active, your animated weapon can move up to its range and deliver the power as if it had cast it.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7f0fHaZm1rAQrPqj","name":"Unwavering Mark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.

\n

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attacks weapon deals extra damage to the target equal to half your fighter level.

\n

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7kDUPPzg3zbMm02U","name":"Intercept","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this order at 3rd level, you gain proficiency in vibroweapons with the thrown property and they become monk weapons for you. Additionally, when you throw an improvised weapon, you are considered proficient in it, and it use your Martial Arts die instead of its 1d4.

\n
\n

Additionally, you’ve learned to use thrown weapons to intercept projectiles traveling towards your allies. When you are wielding a weapon with which you are proficient, and a creature within your weapon’s normal thrown range is hit by a ranged attack, you can use your reaction to throw your weapon to intercept the projectile. When you do so, the damage the creature takes from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If the weapon has the returning property, it then returns to your hand.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","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":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7u4ivAWUJpqE9096","name":"Form Basics (Ataru)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Ataru lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"8Pf5riC9RKGwLk7L","name":"Bonus Proficiencies (Engineer: Artificer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level, you gain proficiency in artificer’s implements, and with the lightsaber simple lightweapon. Additionally, when you engage in crafting with artificer’s implements, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"8a0uFLTBNeZWDHqO","name":"One With the Blade","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you extend your focus into your Echani weapons, granting you the following benefits.

\n
\n

ENHANCED ECHANI WEAPONS

\n

Your attacks with your Echani weapons count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n
\n

DEFT STRIKE

\n

When you hit a target with an Echani weapon, you can spend 1 focus point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

\n
","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"8c7Qdhh9vBX7Thxz","name":"Crimson Squall","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you’ve learned to enhance your kata. As a bonus action while wielding a monk weapon, you can expend 1 focus point to cause the area within 5 feet of you to become difficult terrain for 1 minute. This area travels with you, and creatures within the area can not make opportunity attacks.

\n

At 11th level, the range of this area increases to 15 feet, and at 17th level, the range of this area increases to 30 feet.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","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":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"8s1p8tD0y0e3Fcm6","name":"Master of Contention","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you are a duelist of the highest caliber. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"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"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"8siCD9NgvKURO3WW","name":"Firestorm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, you gain proficiency in martial blasters with the burst or rapid property. Additionally, you’ve learned to use ranged weapons with untold fury. While wielding a blaster with which you are proficient, you gain the following benefits:

\n","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"96o60BuVGiClsZuE","name":"Throw Anything","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, your strength and mastery of throwing techniques has allowed you to throw vibroaxes as easily as others hurl vibrodaggers. When you are wielding a melee weapon that you have proficiency with, it gains the thrown property (range 20/60).

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"9Rj0q3Pannh6qLnH","name":"Form Basics (Sokan)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Sokan lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"9S5WXTvLPUjhP6Qy","name":"Indomitable","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"9X6YtmYcL3tHOoGL","name":"Bonus Proficiencies (Engineer: Biochem)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level you gain proficiency in the Medicine skill, biochemist’s kits, and poisoner’s kits. Additionally, when you engage in crafting with biochemist’s kits and poisoner’s kits, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"9ZhKO2y4xPbbMuJW","name":"Channel The Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 1st level, you know how to channel the Force to create a unique effect. You start with your choice of one from two such effects: Cause Harm or Lend Aid. At 3rd level, your Guardian Focus grants you an additional effect. When you use your Channel the Force, you choose which effect to create.

\n

Some Channel the Force effects require saving throws. When you use such an effect from this class, the DC equals your universal force save DC.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, minimum of once). You regain all expended uses when you finish a short or long rest.

\n

CAUSE HARM

\n

As an action, you can expend a use of your Channel the Force to sap the life from a hostile creature you can see within 60 feet. That creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your guardian level + your Charisma modifier (minimum of one), or half as much on a successful one.

\n

LEND AID

\n

As a bonus action, you can expend a use of your Channel the Force and touch a beast or humanoid within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of one). Alternatively, if the beast or humanoid is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

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When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"9rYXdlFyt1WcN5KL","name":"Bad Feeling","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 3rd level, you have a wary eye, bordering on paranoia. When you roll for initiative, you can move up to your speed. This movement happens before the initiative order is determined.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"A3adZpDPMyLDiqqj","name":"Debilitating Barrage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, you’ve gained the knowledge to temporarily inhibit a creature’s fortitude by striking a series of pressure points. Whenever you hit a creature with an unarmed strike, you can spend 3 focus points to cause the creature to become vulnerable to a damage type of your choice. This effect lasts for 1 minute or until they take damage of the chosen type.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"A8471DUw2PpOmFGi","name":"Control the Field","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, whenever you use your Instinctive Leap feature, you can leap your entire movement speed instead of only half. Additionally, when you land, you can make an unarmed strike with advantage against a creature within 5 feet of you as part of the same reaction. On a hit, this attack deals an additional 2d6 force damage.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"AHnF54FJ2CIZCm0u","name":"Additional Fighting Style","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, you can choose a second fighting style option.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"AN9BrAR4d9f3fopu","name":"Force Purity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 6th level, the Force flowing through you makes you immune to poison and disease.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"APoyxRAifvAM5Y6O","name":"Visions of the Past","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a force power. Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

\n

Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

\n

Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Aic1hLLhk3cIH4QI","name":"Master of Aggression","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, your presence on the field of battle is as a graceful blur of deadly blades and daring acrobatics. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"B2qE4c6O2D4uhKjl","name":"Tool Expertise","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 2nd level, you gain expertise in any tool proficiencies you gain from this class.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"B2yy36IjZoHpIgt0","name":"Adaptable Applications","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, when you cast a tech power of 1st level or higher, you can choose to deal additional damage or provide additional healing with that power. The additional damage or healing equals half your engineer level (rounded down).

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Bk7Jrs3QNtMChqPa","name":"Isolate","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you deal damage to a creature while Saber Storm is active, and that creature fails a Constitution saving throw to maintain concentration on a force power, you can steal and redirect the power. Until the end of your next turn, either you or the creature who failed the Constitution saving throw gain the effects of the power (your choice).

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"C2RNF2QF8YETIN9a","name":"Cunning Action","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","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":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"C5m7AvcNqJiFAi5P","name":"Form Basics (Shien/Djem So)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Shien/Djem So lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"CT1EKxMq7XkNmKDB","name":"Relentless Assault (Monk: Kyuzo)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, when you make multiple weapon attacks with thrown weapons against the same target on your turn, each attack after the first gains a +1 bonus to its attack roll, cumulatively, to a maximum bonus of +6.

","chat":"","unidentified":""},"source":"EC","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":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"CVjLxp8kGxZCNrS8","name":"Growing Momentum","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can cast the burst of speed force power targeting yourself at 1st-level without expending force points. At 10th level, when you do so, your speed increases by an additional 10 feet. At 18th level, when you do so, your speed increases by an additional 10 feet.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"CX7c2sq6wfgEYhpV","name":"Clumsy Sway","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you can move in sudden, swaying ways. You gain the following benefits.

\n
\n

Leap to Your Feet

\n

When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.

\n
\n

Redirect Attack

\n

When a creature misses you with a melee attack roll, you can spend 1 focus point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

\n
","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"CXdc4zrwfnZVGnAK","name":"Instant Acceleration","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level you reach the pinnacle of your training, moving faster than eyes or most sensors can track. When you use Action Surge feature, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Cid5ujSdnooH0vMm","name":"Tracker's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"CnVQJRpnRpsY0OFA","name":"Final Countdown","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you are reduced to 0 hit points but not killed outright, and you have at least one tech point remaining, you can expend all your remaining tech points and instead to drop to one hit point. If you do so, each creature within 30 feet of you must make a Dexterity saving throw. On a failed save, they take 10 acid, cold, fire, ion, or lightning damage (your choice) damage for each tech point spent in this way, or half as much on a successful one.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","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":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Cs1w1VQtleVIrrIn","name":"Potent Aptitude","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 1st level, your technological experience lends you an uncommon insight that you can use to bolster your allies. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Potent Aptitude die, a d4. This die changes as you gain engineer levels, as shown in the Potent Aptitude column of the engineer table.

\n

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Potent Aptitude die, but must decide before the GM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost.

\n

A creature can have only one Potent Aptitude die at a time.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"CwGDUo8eoohFesJx","name":"Disruptive Resonance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you hit a creature that is concentrating on a power with your modified lightsaber, the creature has disadvantage on the Constitution saving throw to maintain concentration. Additionally, on a failed save, the creature immediately takes psychic damage equal to your engineer level + your Intelligence modifier.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"D2dpEvNZhLDsArYf","name":"Tornado","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, you can become a tornado of attacks. When you take the Attack action on your turn, you can forgo one of your regular attacks to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. If you are wielding a separate melee weapon in each hand, each successful hit against a target deals damage equal to the damage dice of both weapons + your ability modifier + any other modifiers.

\n

You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"D3B5ASfcxCsFbpj1","name":"The Way of the Rancor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can enter a balanced stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, when you use your action to cast a force power, you can make one melee weapon attack. Additionally, for the duration, you can use Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your melee weapon attacks. You must use the same modifier for both rolls.

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"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"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"D57C2zBfdLIZCe7s","name":"Prismatic Step","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 11th level, when you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

\n

If you attack at least two different creatures with the action, you can make one additional attack against a third creature (no action required).

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"DCz99P3FezIv9TqP","name":"Explosive","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, while raging, you gain the following benefits:

\n","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"DOR6WSQLFSFTURno","name":"Sneak Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with a weapon attack if you have advantage on the attack roll. This damage is the same as the weapon’s damage, and the attack must use a finesse or a ranged weapon.

\n

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

\n

The amount of the extra damage increases as you gain levels in this class, as shown in the table 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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelSneak Attack
1st1d6
2nd1d6
3rd2d6
4th2d6
5th3d6
6th3d6
7th4d6
8th4d6
9th5d6
10th5d6
11th6d6
12th6d6
13th7d6
14th7d6
15th8d6
16th8d6
17th9d6
18th9d6
19th10d6
20th10d6
","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"DVBWZvttZhH2ZECU","name":"Straight Through","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, when you score a critical hit on your turn while wielding a weapon with the heavy or strength properties, you can make one weapon attack against a creature within 5 feet of the target using your reaction.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","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":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"DfcV6ep6pokDQmlk","name":"Signature Maneuver","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you choose a maneuver you know from this class as your signature maneuver. Whenever you use that maneuver, you can use it without expending a Superiority Dice. You may only use this feature once per round.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"DlYiCiG39R0goG9u","name":"Llothcat's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

While you're raging, other creatures have disadvantage on opportunity attack rolls against you, and you can also use the Dash action as a bonus action on your turn.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"DuckPKni4u8oONVl","name":"Staggering Stratagem","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this tradition at 3rd level, your potency with the telekinetic power of the Force heightens. You can manipulate creatures of Large size or smaller with your force powers and Way of Telekinetics features. Additionally, once per turn, when you deal force or kinetic damage to a Large or smaller creature with a force power or class feature, you can choose to either push it up to 10 feet away from you or pull it up to 10 feet closer to you.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"DxPXLhKth1RoxabZ","name":"Form Basics (Juyo/Vapaad)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Juyo/Vapaad lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"E2udC6wpGwnihK6M","name":"Projected Barrier (Consular: Balance)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Force Barrier to absorb that damage. If this damage reduces the barrier to 0 hit points, the warded creature takes any remaining damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","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":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ECFvPwnnPH2U6Muj","name":"Bonus Proficiencies (Guardian: Soresu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in heavy armor.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"EG0jeAxDE6oyzQez","name":"Mighty Leap","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, the distance you can jump is doubled, and you do not provoke attacks of opportunity if you leave a hostile creature’s reach while jumping.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"EPGAauN1vsRbA4lV","name":"Forcecasting (Berserker: Marauder)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, you have derived powers from your primal connection to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Marauder Approach Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your berserker level, as shown in the Force Points column of the Marauder Approach Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Marauder Approach Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ERwe3KxzfhCnh70G","name":"Empty Body","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 18th level, you can use your action to spend 4 focus points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ESaIFP1ov25wZCMi","name":"Unarmored Defense (Monk)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom or Charisma modifier (your choice).

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"EfJ4aU0mNUVGYHbd","name":"Bladestorm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you can use your action to make a single melee weapon attack against each creature within your reach. Make a separate attack roll against each target. The first attack gains a +1 bonus to its attack roll, and each attack after the first gains an additional +1 bonus to its attack roll, cumulatively, to a maximum bonus of +6. If you are wielding two light- or vibro-weapons, or a weapon with the double property, you also add this bonus to your damage rolls, and you can use your bonus action to engage in Double- or Two-Weapon Fighting.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"F2YSxjXkd8Lilvmu","name":"Damage Absorption","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, when you take damage, you can use your reaction and expend one use of your Potent Aptitude to absorb some of that damage. When you do so, the damage you take from the attack is reduced by the amount rolled on the die + your Intelligence modifier (minimum of one).

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"F4I387qfbiqbeaOO","name":"Techcasting (Scout)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 2nd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

TECH POWERS KNOWN

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the scout table. You may not learn a tech power of a level higher than your Max Power Level.

\n

TECH POINTS

\n

You have a number of tech points equal to your scout level, as shown in the Tech Points column of the scout table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

MAX POWER LEVEL

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the scout table.

\n

You may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a long rest.

\n

TECHCASTING ABILITY

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n
\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n
\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n
\n

TECHCASTING FOCUS

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"F6c5xj10sxAKo4nX","name":"Perfect Body","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you’ve gained perfect control over your body. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, when you roll for initiative and have fewer than 6 focus points remaining, you regain up to 6 focus points.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FI0WoZIEr8HBzXRA","name":"Adaptable Intellectual","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you are able to effectively prepare for any mission on hand. At the end of a long rest, you may choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FUZ9odAGALk33wGh","name":"Cybertech Contraptions","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to modify gadgets and wristpads utilizing your cybertech knowledge. Over the course of a long rest, you can modify your wristpad. You must have a wristpad and cybertech’s implements in order to perform this modification.

\n

Your wristpad requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified wristpad has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

CYBERTECH MODIFICATIONS

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n
\n
\n

ADVANCED BIOTIC AMPLIFIER

\n

Prerequisite: 15th level
Prerequisite: Prototype Biotic Amplifier
You further fine tune your biotic amplifier. While wielding this amplifier, when a creature gains temporary hit points from your biotic amplifier, it instead gains four times as many. This amount can’t exceed the number of hit points regained.

\n
\n

ADVANCED CORROSIVE AMPLIFIER

\n

Prerequisite: 15th level
Prerequisite: Prototype Corrosive Amplifier
You further fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made by that creature before the end of its next turn has disadvantage.

\n
\n

ADVANCED CRYO AMPLIFIER

\n

Prerequisite: 15th level
Prerequisite: Prototype Cryo Amplifier
You further fine tune your Cryo Amplifier. When you activate this amplifier, the creature is restrained until the end of your next turn.

\n
\n

ADVANCED EXPLOSIVE AMPLIFIER

\n

Prerequisite: 15th level
Prerequisite: Prototype Explosive Amplifier
You further fine tune your Explosive Amplifier. When a creature takes fire damage while ignited, the creature has disadvantage on the next Dexterity saving throw it makes before the start of your next turn.

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ARAKYD VECTOR

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Prerequisite: 5th level
While using your wristpad as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

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\n

AUGMENTED EXPLOSIVE

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You can augment a single grenade, mine, or thermal detonator to regain its charge. An augmented explosive can only be used by you, and it uses your tech save DC instead of its own. Once you’ve activated an explosive, it can’t be activated again until you finish a short or long rest.

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You can select this modification multiple times. Each time you do so, you can maintain an additional augmented explosive, to a maximum equal to your Intelligence modifier.

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BELASCO DYNAMICS

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Prerequisite: 5th level
While using your wristpad as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

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BIOTIC AMPLIFIER

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You integrate a biotic amplifier in your wristpad that increases the potency of your healing tech powers. While wielding this amplifier, when a creature regains hit points from a tech power you cast, you can grant them temporary hit points equal to the amount of tech points spent. This amount can’t exceed the number of hit points restored.

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You can use this amplifier a number of times equal to your Intelligence modifier. You regain all expended uses when you complete a short or long rest.

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CLIMBING GLOVES

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You craft a set of gloves with a powerful assisted grip. While wearing these gloves, you have a climbing speed of 20 feet, and you have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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CORROSIVE AMPLIFIER

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You integrate a booster in your wristpad that enhances your tech powers that deal acid damage. While wielding this amplifier, when a creature takes acid damage from a tech power you cast, you can choose to deal additional acid damage equal to your Intelligence modifier.

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You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

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CRYO AMPLIFIER

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You integrate a booster in your wristpad that enhances your tech powers that deal cold damage. While wielding this amplifier, when a creature takes cold damage from a tech power you cast, you can choose to deal additional cold damage equal to your Intelligence modifier.

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You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

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DARKVISION GOGGLES

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You craft a pair of sight-enhancing goggles. While wearing these goggles, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

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EXPLOSIVE AMPLIFIER

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You integrate a booster in your wristpad that enhances your tech powers that deal fire damage. While wielding this amplifier, when a creature takes fire damage from a tech power you cast, you can choose to deal additional fire damage equal to your Intelligence modifier.

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You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

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IMAGING AMPLIFIER

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You integrate a booster in your wristpad that enhances your illusionary tech powers. While wielding this amplifier, when a creature attempts an Intelligence (Investigation) check against a tech power you cast to discern the illusion for what it is, you can force the creature to have disadvantage on the roll (no action required). Alternatively, when you cast the mirror image tech power, you create a fourth duplicate. While you have four duplicates, you must roll a 5 or higher on the d20 roll to change an attack’s target to a duplicate.

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You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

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JET BOOTS

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Prerequisite: 7th level
You find tune your augmented boots to give you temporary, limited flight. Activating or deactivating the boots requires a bonus action and, while active, you have a flying speed of 30 feet.

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The rocket boots last for 1 minute before deactivating. Once the boots have been activated, they can’t be activated again until you finish a short or long rest.

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MECHANICAL ARM

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You create a mechanical arm which mounts to your shoulder, which you can use independently. You can only gain the benefit of items held by two of your arms at any given time.

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You can choose this modification twice.

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PROTOTYPE BIOTIC AMPLIFIER

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Prerequisite: 7th level
Prerequisite: Biotic Amplifier
You fine tune your biotic amplifier. While wielding this amplifier, when a creature gains temporary hit points from your biotic amplifier, it instead gains twice as many. This amount can’t exceed the number of hit points regained.

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PROTOTYPE CORROSIVE AMPLIFIER

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Prerequisite: 7th level
Prerequisite: Corrosive Amplifier
You fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made against that creature before the end of its next turn has advantage.

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PROTOTYPE CRYO AMPLIFIER

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Prerequisite: 7th level
Prerequisite: Cryo Amplifier
You fine tune your Cryo Amplifier. When you activate this amplifier, the creature gains 1 slowed level until the end of your next turn.

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PROTOTYPE EXPLOSIVE AMPLIFIER

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Prerequisite: 7th level
Prerequisite: Explosive Amplifier
You fine tune your Explosive Amplifier. When you activate this amplifier, the creature is also ignited for 1 minute. At the start of each of its turns, the creature

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takes additional fire damage equal to your Intelligence modifier and then makes a Dexterity saving throw against your tech save DC, ending this effect on a success. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

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POWERED GRAPPLING HOOK

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Prerequisite: 9th level
Prerequisite: Wrist-Mounted Grappling Hook
While your wrist-mounted grappling hook is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.

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SENTRY TURRET

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You learn how to craft small sentry turrets shaped like globes that can adhere to any surface. As an action or bonus action (your choice), you can throw a sentry to a point you can see within range (30 feet + your Strength modifier x 5). At the end of each of your turns, a deployed sentry automatically targets a hostile creature within 10 feet of it. If multiple targets are available, one is chosen at random. The target must make a Dexterity saving throw. On a failed save, it takes 1d4 energy damage and gains 1 slowed level until the end of your next turn.

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The sentries have 1 hit point, an armor class of 10, and can be repaired over the course of a long rest. Each sentry lasts for 1 minute before deactivating. You can maintain a number of sentries equal to your Intelligence modifier. Once a sentry has been activated, it can’t be activated again until you finish a short or long rest.

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TRUESIGHT GOGGLES

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Prerequisite: 11th level
Prerequisite: Darkvision Goggles
You modify your goggles with a toggle allowing you to briefly gain enhanced sight. As a bonus action, you can activate the truesight feature of your goggles. When toggled on, for the next minute your goggles now automatically dispel illusions and can detect invisibility, as with truesight.

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Once you’ve used this feature, you must complete a short or long rest before you can use it again.

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WRIST-MOUNTED GRAPPLING HOOK

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You craft a wrist-mounted grappling hook weapon attached to a tightly coiled cord. With this contraption, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d4 kinetic damage. This attack can target a surface, object, or creature.

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A creature struck by this attack is impaled by the hook. As an action, a creature can attempt to remove the hook. Removing the hook requires a Strength check. While the hook is stuck in the target, you are connected to the target by a 60 foot cable.

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While the hook is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).

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Once you’ve used this feature, you can’t use it again until you recover and reinsert the hook as an action.

\n
","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FWa4glBf9vs5iW3Z","name":"Smooth Rhythm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, whenever you use your Potent Aptitude while your playing an enhanced song, you can roll a d6 and use it instead of expending a Potent Aptitude Dice.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FZRJYmLnbF0tIoAK","name":"Reliable Talent","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FaWspZu3NJBAI3FS","name":"At-Will Barrier","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, your at-will universal powers grant a small boost to your Force Barrier. When you cast an at-will universal power, the barrier regains 1 hit point.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FbSpxpXm1xONn0na","name":"Acklay's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

While raging, you have advantage on Constitution saving throws.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FgzDinvrDELxPNhc","name":"Improved Combat Superiority","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, your tactical skill in combat improves, granting bonuses to your Combat Superiority.

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IMPROVED MANEUVERS

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You know four maneuvers of your choice, instead of two, and you earn more at higher levels, as shown in the Maneuvers Known column of the Tactical Specialist Combat Superiority table.

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IMPROVED SUPERIORITY DICE

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You have four superiority dice, instead of two, and you earn more at higher levels, as shown in the Superiority Dice column of the Tactical Specialist Combat Superiority table.

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THE TACTICAL SPECIALIST

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelSuperiority DiceManeuvers Known
3rd44
4th44
5th44
6th44
7th66
8th66
9th66
10th66
11th88
12th88
13th88
14th88
15th1010
16th1010
17th1010
18th1010
19th1010
20th1010
","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FmMAwvAS1CYxbJoQ","name":"Unstoppable Force (Fighter: Adept)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, you learn to completely ignore many of the most devastating impediments of combat. You can expend a use of Indomitable to gain the effect of the freedom of movement force power until the end of your next turn.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FouRyvPDgamUwzuh","name":"Curved Throw","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, you can curve your throws behind cover. When you make an attack roll with a weapon with the thrown property, you can spend 1 focus point to cause the target to gain no benefit from shields or cover, unless that cover is full cover.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","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":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Fw5ULAWvA3jJIghs","name":"Rapid Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FzjcJryoe9J0CEkq","name":"Commando","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, you can take the Dash or Hide actions as a bonus action on each of your turns. Additionally, you can remain perfectly still for long periods of time to set up ambushes.

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When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

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If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

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Additionally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","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":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"G0I4d2dP4K1N4715","name":"Channel the Force (Soresu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain the following Channel the Force option.

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\n

ADVANCING DEFENDER

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When you cast the saber reflect power, you can expend a use of your Channel the Force to move up to 10 feet as a part of that same reaction. This movement does not provoke opportunity attacks.

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","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"G1J65CCBk5FuKhf5","name":"Bonus Proficiencies (Engineer: Unstable)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level, you gain proficiency in a set of implements of your choice. Additionally, when you engage in crafting with tinker’s implements, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"GBG4HGrj9mP6LGu7","name":"Bonus Proficiencies (Fighter: Totem)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency with your choice of artist’s implements or jeweler’s implements.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"GBcVbMG0BBWL0DGC","name":"Blessed By the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":"you have fewer than half your hit points remaining"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"Heals for half of your max health.","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"GbJDWzoTKWL7sEpR","name":"Release the Beast","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, while you are raging or experiencing the high of a substance, when you hit a creature with a melee weapon attack, you can expend a Hit Die to deal additional damage to the target. Roll the Hit Die, adding the result of the die to the damage roll. If you are both raging and experiencing the high of a substance, you also add your Constitution modifier to the damage roll.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"GcqKzVpUB8P50O4u","name":"Discovery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

As you adventure, your studies have helped you discover new practices you can apply to your skills.

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At 2nd level, you master two discoveries of your choice. Your discovery options are detailed below. When you gain certain scholar levels, you gain additional discoveries of your choice, as shown in the table below.

\n

Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelDiscoveries
1st-
2nd2
3rd4
4th4
5th5
6th5
7th5
8th5
9th6
10th6
11th7
12th7
13th8
14th8
15th8
16th8
17th9
18th9
19th9
20th9
\n
\n

DISCOVERIES

\n

The discoveries are presented in alphabetical order. If a discovery has prerequisites, you must meet them to learn it. You can learn the discovery at the same time you meet its prerequisites.

\n
\n
\n

ACADEMIC MEMORY

\n

You can recall anything you have read in the past month that you understand. This includes but is not limited to books, maps, signs, and lists.

\n
\n

ADAPTIVE

\n

Prerequisite: 15th level
When the target of your Critical Analysis feature is reduced to 0 hit points, you can use your reaction to change the target of your analysis to another creature within range.

\n
\n

AMBASSADOR

\n

You learn three additional languages of your choice.

\n

You may choose this discovery multiple times.

\n
\n

CLEVER APPLICATIONS

\n

You gain proficiency with improvised weapons, and they gain the finesse property for you. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage.

\n

You can use your Sage Advice feature to give friendly creatures improvised weapon proficiency if they don’t already have it, following the same rules of that feature as if it were a skill or tool. The friendly creatures retain this proficiency for the entire duration instead.

\n
\n

MENTAL PROWESS

\n

When you make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple a creature or break out of a grapple, net, and other restraining equipment, you can use your Intelligence modifier instead of Strength or Dexterity.

\n
\n

HARDENED MIND

\n

Prerequisite: 9th level
You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality.

\n

You also gain resistance to psychic damage.

\n
\n

LIFELONG LEARNING

\n

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

\n
\n

LINGERING ADVICE

\n

Prerequisite: 5th level
When you use your Sage Advice feature, the targeted creatures retain the benefit from your instruction for the full duration.

\n
\n

MASTER’S ADVICE

\n

When you use your Sage Advice feature, the first time each targeted creature makes the chosen skill check, they gain an additional bonus to the roll equal to your Intelligence modifier.

\n
\n

PERFECT MANEUVER

\n

Prerequisite: 15th level
When you roll a 1 on a superiority die, you can reroll the die and must use the new roll.

\n
\n

QUICK ANALYSIS

\n

Prerequisite: 9th level
When you roll initiative and aren’t surprised, you can use your reaction to use your Critical Analysis feature.

\n
\n

RELIABLE SOURCES

\n

Prerequisite: 9th level
When you make an Intelligence (Lore) or Intelligence (Nature) skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

\n
\n

RESOLUTE

\n

When you make a saving throw to resist charm and fear effects, you may add your Intelligence modifier to the roll.

\n
\n

RUNNING ON FUMES

\n

You only need 4 hours of sleep to gain the benefit of a long rest.

\n

Additionally, you have advantage on saving throws against exhaustion.

\n
\n

SURVIVAL EXPERT

\n

When you make a Survival skill check, you may use your Intelligence modifier instead of your Wisdom modifier.

\n

Additionally, you have advantage on saving throws against poison.

\n
\n

TARGETED ANALYSIS

\n

Prerequisite: 5th level
Your attack rolls against the target of your Critical Analysis feature cannot suffer from disadvantage.

\n
\n

TECH AMATEUR

\n

Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points and without the use of a wristpad. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

\n

You can select this discovery multiple times. Each time you do so, you must choose a different power.

\n
\n

UNIVERSAL LANGUAGE

\n

You can communicate simple ideas with any creature with an Intelligence score of 6 or higher through basic expressions and gestures.

\n
","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Academic Superiority (Copy from cleared req)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 1st level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

MANEUVERS

\n

You know two maneuvers of your choice, which are detailed under “Maneuvers” below, and you earn more at higher levels, as shown in the Maneuvers Known column of the scholar table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

\n

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

SUPERIORITY DICE

\n

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the scholar table. This die changes as you gain scholar levels, as shown in the Academic Superiority column of the scholar table. A superiority die is expended when you use it.

\n

You regain all of your expended superiority dice when you finish a short or long rest.

\n

SAVING THROWS

\n

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n
\n

Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier

\n
\n

MANEUVERS

\n

The maneuvers are presented in alphabetical order.

\n
\n
\n

ADMINISTER AID

\n

As an action, you can expend a superiority die to tend to a creature you can touch. The creature regains a number of hit points equal to the number rolled + your Intelligence modifier.

\n
\n

ASSESS THE SITUATION

\n

You can expend one superiority die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the superiority die to the check.

\n
\n

CRIPPLING STRIKE

\n

When you hit a creature with a weapon attack, you can expend one superiority die to cripple the creature. You add the superiority die to the attack’s damage roll and the creature’s gains 1 slowed level until the end of their next turn.

\n
\n

DELIBERATE MOVEMENT

\n

You can expend one superiority die to take the Disengage action as a bonus action and ignore the effects of standard difficult terrain until the end of your turn.

\n
\n

EXPLOIT WEAKNESS

\n

When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

\n
\n

GOADING ATTACK

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n
\n

HEADS UP

\n

When a friendly creature who can see or hear you makes a saving throw, you can use your reaction and expend a superiority die, adding the number rolled to the result of the saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.

\n
\n

MEASURED ACTION

\n

As a reaction when you make a roll for a contested skill check, you can expend a superiority die to add to the roll. You can use this maneuver before or after making the contested skill check roll, but before any effects of the contested skill check are determined.

\n
\n

ONE STEP AHEAD

\n

When you roll initiative and you are not surprised, you can expend a superiority die and add the number rolled to your initiative.

\n
\n

TARGETED STRIKE

\n

When an ally makes an attack against a creature, you can use your reaction to expend a superiority die. You add the superiority die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.

\n
","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"GhH7ocmED4w3E0yF"} +{"_id":"Gk13kprJhzXYmwAM","name":"Bonus Proficiencies (Fighter: Demolitions)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, you gain proficiency in demolitions kit. Additionally, when you would install a breaching charge, you can do so in half the time.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"GqrLoLcbeHSTnGaD","name":"The Way of the Mynock","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can enter a defensive stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, you can cast the saber ward power. When you do so, you have a number of special reactions equal to your proficiency bonus that you can only use to cast the saber reflect force power. You can only take one reaction per turn.

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"GuyZIHUnTINGFLXQ","name":"Know Your Enemy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

\n","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"GzfX3ZSoFVyyHbH1","name":"Instinctive Leap","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, when a hostile creatures moves to within 5 feet of you, you can use your reaction to disengage and leap up to half your speed. If you end this movement in the air, you immediately fall to the ground.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","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":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"H00QpZIVvyleKRdW","name":"Unstoppable Force (Berserker: Juggernaut)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, your momentum makes you nigh unstoppable. While raging, you can move through a hostile creature’s space regardless of that creature’s size. When you do so, you must make a Strength (Athletics) check contested by the target’s Strength (Athletics) check. If you move at least 10 feet before moving through a hostile creature’s space, and that creature is your size or smaller, they have disadvantage on the check. If you succeed, you don’t treat the movement as difficult terrain, the creature is pushed 5 feet in a direction of your choice, and you don’t provoke opportunity attacks from that creature until the end of your turn.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"HBT87umTugPVJBT7","name":"Inspiring Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level your mere presence on the battlefield rallies your allies. When you rage, choose up to 3 allies that you can see within 30 feet of you. Each creature gains temporary hit points equal to half your berserker level (rounded down) + your Charisma modifier (minimum of one).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":3,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3+1","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"HNSfcrOoizwfHN4U","name":"Form Basics (Shii-Cho)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Shii-Cho lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"HdWZ2lQgsbEnra24","name":"Evasion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect, such as a consular’s force storm or an engineer’s explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Hg8zYh1iXL0DGUVq","name":"Terentatek's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 13th level
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power's caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"HgO4Lo3fbWIRyhlp","name":"The Way of they Krayt Dragon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can take a threatening stance for one minute. While in this stance, the first time you hit with a melee weapon attack using Strength each turn, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength modifier. The damage is of the same type dealt by the original attack.

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"HohmusWCWzTc00cS","name":"Warding Maneuver","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is dealt damage by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.

\n

You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"I3UvZaGNY7D1Vyl3","name":"Academic Superiority","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 1st level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

MANEUVERS

\n

You know two maneuvers of your choice, which are detailed under “Maneuvers” below, and you earn more at higher levels, as shown in the Maneuvers Known column of the scholar table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

\n

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

SUPERIORITY DICE

\n

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the scholar table. This die changes as you gain scholar levels, as shown in the Academic Superiority column of the scholar table. A superiority die is expended when you use it.

\n

You regain all of your expended superiority dice when you finish a short or long rest.

\n

SAVING THROWS

\n

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n
\n

Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier

\n
\n

MANEUVERS

\n

The maneuvers are presented in alphabetical order.

\n
\n
\n

ADMINISTER AID

\n

As an action, you can expend a superiority die to tend to a creature you can touch. The creature regains a number of hit points equal to the number rolled + your Intelligence modifier.

\n
\n

ASSESS THE SITUATION

\n

You can expend one superiority die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the superiority die to the check.

\n
\n

CRIPPLING STRIKE

\n

When you hit a creature with a weapon attack, you can expend one superiority die to cripple the creature. You add the superiority die to the attack’s damage roll and the creature’s gains 1 slowed level until the end of their next turn.

\n
\n

DELIBERATE MOVEMENT

\n

You can expend one superiority die to take the Disengage action as a bonus action and ignore the effects of standard difficult terrain until the end of your turn.

\n
\n

EXPLOIT WEAKNESS

\n

When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

\n
\n

GOADING ATTACK

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n
\n

HEADS UP

\n

When a friendly creature who can see or hear you makes a saving throw, you can use your reaction and expend a superiority die, adding the number rolled to the result of the saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.

\n
\n

MEASURED ACTION

\n

As a reaction when you make a roll for a contested skill check, you can expend a superiority die to add to the roll. You can use this maneuver before or after making the contested skill check roll, but before any effects of the contested skill check are determined.

\n
\n

ONE STEP AHEAD

\n

When you roll initiative and you are not surprised, you can expend a superiority die and add the number rolled to your initiative.

\n
\n

TARGETED STRIKE

\n

When an ally makes an attack against a creature, you can use your reaction to expend a superiority die. You add the superiority die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.

\n
","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"I7MvCDQ8E7E81U9j","name":"Channel the Force (Shii-Cho)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain the following Channel the Force option.

\n
\n

DISARMING SLASH

\n

When you hit a creature with a melee weapon attack, you can expend a use of your Channel the Force (no action required) to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The creature must make a Strength saving throw. On a failed save, it drops the object you choose. If you are within 5 feet of the target, and you have a free hand, you can catch the item. Otherwise, the object lands at its feet.

\n
","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"IB1sPazhmp63mLHF","name":"Expertise (Scout)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"IDt6duVrBzL8euRc","name":"Unarmored Defense","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Also at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"IGcZhZ4P27qH3rU5","name":"Forcecasting Secrets","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, your study of kyber crystals has awakened a latent force sensitivity. Choose two force powers of 1st level. The chosen powers count as tech powers for you, but are not included in the number in the Powers Known column of the engineer table.

\n

At 10th level, you learn two additional force powers of 1st or 2nd level. At 14th level, you learn two force powers of 1st-3rd level, and at 18th level, you learn two force powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the force powers you know and replace it with another force power of the same level.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"IWTDawTUf79eWbEV","name":"Primal Champion","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you embody the power of the wilds. Your Strength or Dexterity score increases by 2, and your Consitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Im0RXSNpKTuOE42u","name":"Master of Domination","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you are a whirlwind of strikes, eviscerating all who step within your reach. Your Strength and Dexterity scores increase by 2. Your maximum for these scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Iv5MsHSDXerTQQ89","name":"Power Surge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 6th level, you learn to simultaneously limit a creature’s force powers and store that power within yourself to later strengthen your damaging force powers.

\n

You can store a maximum number of power surges equal to your Wisdom or Charisma modifier (your choice, minimum of one). Whenever you successfully end a force power with a power such as force suppression or sever force, or use your Force Shield or Force Deflection features to successfully avoid an attack or succeed on a saving throw, you gain one power surge, as you redirect the flow of the Force into yourself.

\n

Once per turn, when you deal damage to a creature or object with a force power, you can spend one power surge to deal extra damage to that target. The extra damage is of the same type as the power’s damage, and it equals half your consular level (rounded down).

\n

Whenever you finish a long rest, your number of power surges resets to one. If you end a short rest with no power surges, you gain one power surge.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"J9dmq1HlKuOXtSo6","name":"Hawk-Bat Swoop","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, you gain the ability to move along vertical surfaces without falIing during the move. If you end your turn in the air, you fall immediately to the ground.

\n

Additionally, you no longer take damage when falling from a distance no greater than your walking speed.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Adaptive Barrier (Copy)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, when a creature who has one of your barriers within 30 feet of you that you can see takes damage, and that damage is of a type that could be affected by that barrier, you can use your reaction to grant them resistance to the triggering damage. If that damage is the same type as the barrier’s chosen damage, you instead grant them immunity. Whether resistance or immunity, the barrier immediately drops to 0 hit points.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"Jm9gGu90Fj3aMqAv"} +{"name":"Bonus Proficiencies (Engineer: Biotech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level you gain proficiency in biotech's tools. Additionally, when you engage in crafting with biotech's tools, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"EC","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"JvAFnMZezc5jTUz6"} +{"_id":"K9OJoAsCEOp31gkH","name":"Biochemist's Touch","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, whenever you grant temporary hit points, or deal acid or poison damage using a tech power or class feature, you may expend one use of your Potent Aptitude to increase the potency. When you do so, the amount of temporary hit points you grant or damage you deal is increased by the amount rolled on the die. The damage is the same type as the original damage.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"KDiQ8O2evV2Z1YTo","name":"Fighter's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"KKcNBEZD1ypeV1cl","name":"My Ally Is the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, you can manipulate creatures of Gargantuan size or smaller with your force powers and Way of Telekinetics features.

\n

Additionally, whenever a force power you cast pushes or pulls a creature, you can increase the distance of that push or pull by an additional 20 feet.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"KXDSrYHAZQZcglVz","name":"Boundless Vitality","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, when you take damage, you can use your reaction and expend a force point to regain health equal to 1d8 + your Wisdom or Charisma modifier (your choice, minimum of one) as long as the damage would not reduce your hit points to 0.

\n

This die increases when you reach certain levels in this class: to 1d10 at 14th level, and to 1d12 at 18th level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"cha","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"KXwYzrlSl36gvwxM","name":"Enduring Focus","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, you can casually deflect attacks while channeling your power. While you are concentrating on a Force power, you have a +2 bonus to your AC and all saving throws.

\n

Additionally, you can extend your Force Deflection to a creature within 5 feet of you when they fail a saving throw.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"KaTv7hNRXKx0m8Fo","name":"Industrious Tech","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can cast tech powers while raging as long as the power’s casting time is no more than 1 action, the power does not require concentration, and you are not wearing heavy armor or wielding a medium or heavy shield. While raging, you add your rage damage to damage rolls from tech powers you cast. If a tech power damages more than one target, you may only apply your rage damage to one of the targets.

\n

Casting tech powers during rage counts as attacking for the purposes of maintaining rage, and you can use your Reckless Attack feature to gain advantage when casting a tech power that requires an attack roll.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Kmzg1HQwVzvwiVqP","name":"Legendary Coda","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, you’ve gained mastery over your modified instrument. As an action, you can end your enhanced song in a triumphant blast of power with an effect determined by the song you are playing.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

\n
\n

BATTLE CRESCENDO

\n

Choose up to 10 creatures of your choice that you can see and that can hear your song. Each must make a Constitution saving throw. On a failed save, a target takes 14d6 sonic damage and is stunned for 1d4+1 turns. On a success, it takes half damage and isn’t stunned. If a creature is killed by this power, its head explodes.

\n
\n

SUPPORT CRESCENDO

\n

Choose up to 10 creatures of your choice that you can see and that can hear your song. Once in the next minute, each creature can, as a free action in response to taking damage, choose to halve that damage. Additionally, if the damage would reduce them to 0 hit points, they are instead reduced to 1.

\n
\n

DISRUPTION CRESCENDO

\n

Choose up to 10 creatures of your choice that you can see and that can hear your song. Each creature must succeed on a Constitution saving throw or be paralyzed for 1d4+1 turns. If a creature affected by this feature is damaged in any way, the effect ends for that creature.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"KsUKtTRpay1eibt9","name":"Powerful Mind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you can use your force abilities to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.

\n

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw against your universal force save DC. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about.) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and use the coerce mind force power on the creature without expending force points. The target automatically fails its saving throw against the power.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"L0cbGVkfx8S6vWW3","name":"Empowered Connection","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, while you have temporary hit points, you can add half your Wisdom or Charisma modifier (your choice, rounded up, minimum of one) to any damage or healing you do with force powers that doesn’t already include that modifier.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"L53F8iKgUHmRpoX4","name":"Brutish Durability","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, once per round, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20. You can choose to use this feature before or after you make a saving throw, but you must decide before the GM says whether the save succeeds or fails.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"LAXaRKVfudFryUkp","name":"Pass the Blade","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, when a creature misses you with an attack, you gain temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one), and you add your Wisdom or Charisma modifier (your choice, minimum of one) to the first melee weapon attack and damage rolls you make against that creature before the end of your next turn.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"LEgw0NzwPPkIVWuw","name":"Channel the Force (Shien/Djem So)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain one of the following Channel the Force options. Choose Blade Barrier for Shien or Falling Avalanche for Djem So.

\n
\n

BLADE BARRIER

\n

On your turn, when you deal melee weapon damage that includes your Strength modifier, you can forgo your Strength modifier to the damage roll, expend a use of your Channel the Force (no action required), and reduce your speed by half. If you do so, energy and kinetic damage you take from weapons before the end of your next turn is reduced by an amount equal to your Strength modifier. You can not use this feature if you have moved more than half your speed this turn.

\n
\n

FALLING AVALANCHE

\n

On your turn, you can expend a use of your Channel the Force (no action required) and reduce your speed by half to gain advantage on the next ability check or attack roll you make using Strength before the end of your next turn. You can not use this feature if you have moved more than half your speed this turn.

\n
","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"LMvbZfbx0lih3Dbu","name":"Brawn","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you use the burst property of a blaster with which are you proficient, you can apply your rage damage bonus to every target that takes damage, instead of just one. Additionally, when a creature fails the saving throw against your burst or rapid property, it is knocked prone.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"LRGphxf8XUI9MDwb","name":"Enlightenment","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, you can add half your Wisdom or Charisma modifier (your choice, rounded down, minimum of one) to any saving throw you make that doesn’t already include that modifier.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"LikGN9l3CnK2HMpZ","name":"The Way of the Acklay","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can enter a destructive stance for one minute. While in this stance, you can add half your Strength or Dexterity modifier (your choice, minimum of one) to any melee weapon damage roll you make that doesn’t already include that modifier. Additionally, when you hit a creature with a melee weapon attack, you can move up to 5 feet without provoking opportunity attacks.

\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"M30wW5NGiow6RlDH","name":"Retaliation Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you learn to turn an opponent’s aggression back on them. When you deal damage with a force power or a melee weapon attack, if you took damage since the start of your last turn, you deal an extra 1d6 damage. The damage is the same type as the power or weapon’s damage.

\n

This die increases when you reach certain levels in this class: to 1d8 at 10th level, to 1d10 at 14th level, and to 1d12 at 18th level.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"M6DPXcwX644UAsW3","name":"Pathfinder","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 1st level, you are skilled at navigating the untamed wilds. You ignore difficult terrain, and when traveling for an hour or more, you gain the following benefits:

\n","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"MDW5aHJQ7jr8qf84","name":"Bonus Proficiencies (Guardian: Juyo/Vapaad)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in heavy armor.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"MfjwCjpo3JhUZ0SH","name":"Circle of Shelter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can use your reaction to ward the creature if you’re wielding a melee weapon or a shield. Roll 1d8 and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.

\n

You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Ml6ZJY0Lubl3zk94","name":"Down, Not Out","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, when you are hit with an attack by a creature within 30 feet of you, you can use your reaction to make a single attack against that creature with a blaster with which you are proficient.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"MsKvBWDJd2LV1tvM","name":"Armstech's Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, once per round, when you deal damage to a creature with your modified weapon, you can increase the damage by 1d6. The damage is of the same type as the weapon’s damage.

\n

The damage increases to 2d6 at 11th level and 3d6 at 17th level.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"MtBq5A0JoE67MU3l","name":"Channel the Force (Jar'Kai)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain the following Channel the Force option.

\n
\n

TWIN STRIKE

\n

Once per turn, when you miss with a melee weapon attack, you can expend a use of your Channel the Force to immediately make another melee weapon attack against the same target (no action required).

\n
","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"MtepDwfpKxdqXPXv","name":"Forcecasting (Guardian)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 1st level, in your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 5 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the guardian table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your guardian level x 2, as shown in the Force Points column of the guardian table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the guardian table.

\n

You may only cast force powers at 5th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"NHNG6Y6n0xnhSQzs","name":"Delayed Effect","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you cast a force power, you can delay the effects of the force power for up to a number of rounds equal to half your consular level. If you do so, the power immediately takes effect at the start of your turn, after the specified number of rounds have passed.

\n

Once you’ve used this feature, you can’t use it again until you complete a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"NT36vTfi6iPC2zWL","name":"Armstech's Salvo","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, when you use your Targeting Matrix feature, and the tech power would affect more than one creature, you can instead attack each affected creature that would be in the range of the power. Make a separate attack roll for each target. On a hit, each target suffers the effects as though they failed their saving throw.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"NhtBNHmzliOdF3A3","name":"Dark Magick","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you can use your action to force each creature within 30 feet of you that can see you to make a Wisdom saving throw against your focus save DC or be charmed or frightened (your choice) of you until the end of your next turn.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":2,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":30,"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":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"NijIH9UDcIlwYmWM","name":"Blindsense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"NlVBCeG99JoWF7QP","name":"Elusive","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Np87HjZydd8pWvrs","name":"Bonus Proficiencies (Engineer: Gadgeteer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level, you gain proficiency in gadgeteer’s implements. Additionally, when you engage in crafting with gadgeteer’s implements, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"NrSFm2gkpzm3tMeD","name":"Potent Amplitude","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, as an action while wielding your modified instrument, you can begin performing an enhanced song, which lasts for 1 minute. While playing a song, you gain access to a new use for your Potent Aptitude, as determined by the song, listed below. You can end your song at any time, no action required.

\n

Whenever you take damage while playing your song, you must make a Constitution saving throw to continue playing. The DC equals 10 or half the damage you take, which number is higher. If you take damage from multiple sources, you must make a separate saving throw for each source of damage.

\n

When you cast a damage dealing tech power while playing your song that requires an attack roll or saving throw, you can cause that power to instead deal sonic damage. If you do so, instead of an attack roll or saving throw, the power instead requires a Constitution saving throw.

\n

Your song ends early if you are incapacitated or die, or if you are no longer holding your modified instrument.

\n

You can initiate playing an enhanced song twice. You regain all expended songs when you finish a short or long rest.

\n
\n

SONG OF BATTLE

\n

When an ally within 60 feet of you that can hear you deals damage to a creature, you can use your reaction to expend one use of your Potent Aptitude, adding the result of the die to the damage dealt.

\n
\n

SONG OF SUPPORT

\n

When an ally within 60 feet of you that can hear you makes a saving throw against a harmful effect, you can use your reaction to expend one use of your Potent Aptitude, adding the result of the die to their saving throw.

\n
\n

SONG OF DISRUPTION

\n

When an enemy within 60 feet of you that can hear you makes a saving throw, you can use your reaction to expend one use of your Potent Aptitude, subtracting the result of the die from their saving throw.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Nz8stfh2Fy7b9hq5","name":"Modified Instrument","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to modify an instrument utilizing your audiotech knowledge. Over the course of a long rest, you can modify an instrument. You must have the instrument and audiotech’s implements in order to perform this modification.

\n

Your modified instrument is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified instrument has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

AUDIOTECH MODIFICATIONS

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n
\n
\n

ADVANCED BATTLE ENHANCEMENT

\n

Prerequisite: 15th level
Prerequisite: Prototype Battle Enhancement
While playing your Song of Battle, your tech powers and class features ignore resistance to sonic damage, and immunity to sonic damage is instead treated as resistance from any creature within range of your song that can hear you.

\n

Additionally, when you use your Battle Song Enhancement feature, you create a fourth burst.

\n
\n

ADVANCED DISRUPTION ENHANCEMENT

\n

Prerequisite: 15th level
Prerequisite: Prototype Disruption Enhancement
While playing your Song of Disruption, any hostile creature within range of your song that can hear you must make a Constitution saving throw at the end of each of its turns to maintain concentration on the power.

\n
\n

ADVANCED SUPPORT ENHANCEMENT

\n

Prerequisite: 15th level
Prerequisite: Prototype Support Enhancement
While playing your Song of Support, allies add your Intelligence modifier to their death saving throws (minimum of +1). If this amount would increase the roll of the d20 to 20 or greater, the creature regains 1 hit point.

\n
\n

BATTLE SONG ENHANCEMENT

\n

Prerequisite: 5th level
While playing your Song of Battle, as an action, you can send forth busts of directed sonic energy, make two ranged power attacks. These attacks can target the same creature different ones. Make separate attack rolls for each burst. The attack has a range equal to the radius of your song, and deals 1d8 sonic damage on a hit.

\n
\n

DISRUPTION SONG ENHANCEMENT

\n

Prerequisite: 5th level
While playing your Song of Disruption, as an action, you can choose a number of creatures concentrating on a power equal to your Intelligence modifier (a minimum of one) within range of your song that can hear you, and force them to make a Concentration saving throw. If you cause at least one creature to lose concentration on a power using this feature, you can use your reaction to make all creatures that lost concentration take damage equal to your Intelligence modifier.

\n
\n

ENTHRALLING PERFORMANCE

\n

Prerequisite: 13th level
Prerequisite: Hypnotic Melody
For the duration of an enhanced song you play, whenever any creature that can hear your song tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your powers or features on your next turn.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

\n
\n

FINDING MY WAY

\n

Prerequisite: Rush
While you are playing an enhanced song, when a creature makes a melee attack roll against you, you can use your reaction to move 5 feet without provoking opportunity attacks, imposing disadvantage on the roll.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

HYPNOTIC MELODY

\n

As an action while wielding your modified instrument, you can begin to play a song woven with subtle hypnotic influence. Choose a number of creature up to your Intelligence modifier. If those creatures listen to this song for a full minute, they must succeed on a Wisdom saving throw or become charmed by you for 1 minute. Creatures that succeed the saving throw are not aware that you attempted to influence them, nor are creatures that failed their saving throw once the power ends.

\n

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

\n
\n

INAUDIBLE CASTING

\n

Prerequisite: 7th level
Prerequisite: Simple Melodies
When you cast a tech power or make use of a feature that requires playing your modified instrument, you can choose to do so quietly. Creatures have disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sound to determine you cast a tech power.

\n
\n

LONG RANGE NOISE

\n

Prerequisite: 13th level
The radius of your songs increases to 120 feet. Additionally, any tech power you cast with your modified instrument that deals sonic damage and has a range of 10 feet or greater gains a range of 120 feet.

\n
\n

MAGNIFYING DEVICE

\n

Prerequisite: 5th level
While using your harness as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

OVERWHELMING SOUNDWAVES

\n

Prerequisite: 15th level
While playing, creatures of your choice treat a 15-foot-radius sphere around you as difficult terrain. Additionally, as an action, you can cause each affected creature to make a Constitution saving throw, taking 3d8 sonic damage on a failed save.

\n
\n

PROTOTYPE BATTLE ENHANCEMENT

\n

Prerequisite: 9th level
Prerequisite: Battle Song Enhancement
While playing your Song of Battle, when you cast a tech power or use a class feature that affects other creatures within the radius of your song, you can choose a number of them equal to 1 + the power’s level. The chosen creatures automatically succeed on their saving throws against the power, and they take no damage if they would normally take half damage on a successful save.

\n

Additionally, when you use your Battle Song Enhancement feature, you create a third burst.

\n
\n

PROTOTYPE DISRUPTION ENHANCEMENT

\n

Prerequisite: 9th level
Prerequisite: Disruption Song Enhancement
While playing your Song of Disruption, when a creature you can see that can hear you attempts to cast a power, you can use your reaction to cast the tech override power at 3rd level. When you cast this power using this feature, the power works against both tech and force powers, and when you make the techcasting ability check as a part of this casting, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n
\n

PROTOTYPE SUPPORT ENHANCEMENT

\n

Prerequisite: 9th level
Prerequisite: Support Song Enhancement
While playing your Song of Support, when you use your Song of Support’s Potent Amplitude feature, the target instead takes no damage if they succeed on the saving throw, and only half damage if they fail.

\n
\n

RESTFUL MELODY

\n

Over the course of a short rest, you can play a rejuvenating song to assist in the recovery of your allies. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

\n

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

\n
\n

RUSH

\n

While you are playing an enhanced song, your speed increases by 10 feet, and opportunity attacks made against you have disadvantage.

\n
\n

SHARP NOISE

\n

As an action while wielding your modified instrument, choose a creature you can see. If it can hear you, it must succeed on a Constitution saving throw or take 1d4 sonic damage and have disadvantage on its next attack roll before the end of its next turn.

\n

This feature’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

\n
\n

SHOCK MOUNT

\n

Prerequisite: 5th level
While using your instrument as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

SIMPLE MELODIES

\n

When you are holding your modified instrument, and not actively playing a song, any tech power that you could cast that could have its damage type altered by your Potent Amplitude feature can be cast as if used with Potent Amplitude.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

SONAR PULSE

\n

As an action while wielding your modified instrument, you can release a wave of sound that provides feedback on your surroundings. For the next minute, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to search for hidden doors, traps, or invisible creatures.

\n

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

\n
\n

SONG FLOW

\n

Prerequisite: 11th level
While playing an enhanced song, you can use your bonus action to change from one song to another.

\n
\n

SUPPORT SONG ENHANCEMENT

\n

Prerequisite: 5th level
While playing your Song of Support, when you cast a tech power that restores hit points or grants temporary hit points, the amount restored or granted is increased by an amount equal to your Intelligence modifier (minimum of +1).

\n
\n

WEAPON INTEGRATION

\n

You can integrate a single weapon that weighs no more than 8 lb. into your instrument. While integrated, that weapon gains the hidden property.

\n
","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"O8As6HltmtDQV1SE","name":"Resonating Recovery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, once per turn, when you reduce a hostile creature to 0 hit points, you regain a use of your Potent Aptitude. Your number of Potent Aptitude uses can not exceed your Intelligence modifier.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"OB1x8g1MwGm2HA26","name":"Hold the Line","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target gains 4 slowed levels until the end of the current turn.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"OEiv2Yjz1QhM3osS","name":"Modified Weaponry","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to modify one unenhanced weapon with which you are proficient utilizing your armstech experience. Over the course of a long rest, you can modify the weapon. You must have the weapon and armstech’s implements in order to perform this modification.

\n

Your modified weapon is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified weapon has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

At 9th level, you can maintain two modified weapons. Each modified weapon has modification slots as shown in the Modification Slots column of the engineer table.

\n

ARMSTECH MODIFICATIONS

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n
\n
\n

ACCURACY FOCUS

\n

Prerequisite: 5th level, Blaster
You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

AMPLIFYING BARREL

\n

Prerequisite: 5th level, Blaster
You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

BAYONET

\n

Prerequisite: Blaster
You affix a short blade to the barrel of your modified blaster weapon, allowing you to make a melee weapon attack with it. The blade is a melee weapon with the finesse property that you are proficient with, and deals 1d6 kinetic damage.

\n
\n

BURST CORE

\n

Prerequisite: Blaster
Your weapon gains the burst property, with a burst number equal to its reload number.

\n
\n

BOOMING STRIKES

\n

Prerequisite: 5th level
You pack extra power into your modified weapon. Once per turn, when you hit with the weapon, you can deal an additional 1d6 damage. If you do so, the weapon makes a loud boom which can be heard 100 feet away. If you are hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely on sound have advantage.

\n
\n

CELERITY OSCILLATOR

\n

Once per turn, when you deal damage with your modified weapon, your walking speed increases by 10 feet until the start of your next turn, and the damaged creature can’t make opportunity attacks against you for the rest of your turn.

\n
\n

COLLAPSIBLE FRAME

\n

Prerequisite: Vibroweapon
You install an expandable hilt on your modified weapon. Your modified weapon gains the reach property.

\n
\n

CONTOURED GRIP

\n

Prerequisite: 5th level, Vibroweapon
You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

EXPANDED MAGAZINE

\n

Prerequisite: Blaster
Your modified weapon can be more efficiently reloaded. You can reload your modified weapon once without using an action. You can’t use this feature again until you reload the weapon with an action.

\n
\n

FLASHLIGHT

\n

You affix a targeted light to your weapon. As a bonus action, you can toggle the light on or off. While on, your weapon sheds bright light in a 60-foot cone.

\n
\n

HARPOON REEL

\n

You install a secondary firemode that launches a harpoon attached to a tightly coiled cord. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

\n

A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.

\n

While connected in this manner, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).

\n

Once you’ve used this feature, you can’t use it again until you recover and reinsert the harpoon as an action.

\n
\n

IMBUE WEAPON

\n

Prerequisite: 9th level
You modify your weapon to carry a charge. Over the course of a short rest, you can cast an at-will tech power, channeling it into your weapon. The next time you hit with your weapon, the stored power is released. If the power would require an attack roll, make a tech attack roll. If the power would require a saving throw, the target must make the saving throw as normal. On a hit, or a failure, the target suffers the power’s normal effects.

\n
\n

IMPROVED BURST CORE

\n

Prerequisite: 9th level
Prerequisite: Burst Core
Your weapon’s burst number is reduced to half its reload number.

\n
\n

INTEGRATED MAGAZINE

\n

Prerequisite: Expanded Magazine
Your modified weapon can be more efficiently reloaded. You can reload your modified weapon twice without using an action. You can’t use this feature again until you reload the weapon with an action.

\n
\n

JAGGED OSCILLATOR

\n

Prerequisite: Vibroweapon
When you critically hit with the weapon, you deal an additional 1d8 kinetic damage.

\n
\n

KEEN OSCILLATOR

\n

Prerequisite: 5th level
Prerequisite: Jagged Oscillator
Your weapon’s critical hit range increases by 1.

\n
\n

NEUTRONIUM EDGE

\n

Prerequisite: 5th level, Vibroweapon
You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

OVERCHARGE WEAPON

\n

Prerequisite: 11th level
Prerequisite: Booming Strikes
You gain the ability to channel your tech power to enhance your weapon’s damage. You can expend one tech slot to deal additional damage to the target. The extra damage is 1d6 for a 1st-level tech slot, plus 1d6 for each slot level higher than 1st, to a maximum of 5d6. The damage is the same type as the weapon damage. If you also use your Booming Strikes with an attack, you add this damage to the extra damage of your Booming Strikes.

\n
\n

POWER LOOP

\n

Prerequisite: 9th level
When you hit with the weapon, you can choose channel the energy generated, gaining temporary hit points equal to half the damage dealt.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

\n
\n

RECOIL DAMPENER

\n

Prerequisite: Blaster with the strength property
You install a recoil dampener in your modified blaster, removing the strength property from it.

\n
\n

RETURNING WEAPON GUARD

\n

Prerequisite: Vibroweapon
You install a retractible chain in your modified vibroweapon. If the weapon does not already have the thrown property, it gains it with a range of 20/60. Additionally, it gains the returning property.

\n
\n

SCREENING WEAPON

\n

You modify your modified weapon with a sound dampening module. When you make a weapon attack with your weapon while hidden, Investigation and Perception checks made to locate you that rely on sound have disadvantage.

\n
\n

SHOCK ABSORBER

\n

You add a reclamation device to your modified weapon to gather energy from the surroundings when it is present. While wielding your modified weapon, you can cast the absorb energy tech power and the power’s extra damage applies to both melee and ranged weapon attacks.

\n
\n

SIEGE WEAPON

\n

You modify your weapon to be more effective against barriers. Your weapon deals double damage against structures.

\n
\n

SHOCKING HARPOON

\n

Prerequisite: 9th level
Prerequisite: Harpoon Reel
After hitting a creature with the harpoon fire mode, you can use the connection to deliver an at-will tech power. As a bonus action, you can cast an at-will tech power at the target with a range of touch. If the power requires an attack roll, you have advantage. If the target requires a saving throw, the target has disadvantage.

\n

Once you’ve used this feature, you can’t use it again until you recover the harpoon.

\n
\n

SHOCKING OSCILLATOR

\n

Prerequisite: 9th level, Vibroweapon
When you hit with the weapon, you can create an electronic burst. Each creature in a 15-foot cone centered on the creature you hit must make a Dexterity saving throw against your tech save DC, taking 1d8 lightning damage on a failed save or half as much on a successful one.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

\n
\n

SNAP FIRE

\n

Prerequisite: 9th level, Blaster
You modify your modified blaster weapon for quick shots. You can use your reaction to take a opportunity attack with your modified weapon if an enemy comes within 10 feet of you. You have disadvantage on this attack.

\n
\n

STABILIZER CELL

\n

Prerequisite: Vibroweapon with the dexterity property
You install a stabilizer cell in your modified vibroweapon, removing the dexterity property from it.

\n
\n

STAGGERING OSCILLATOR

\n

Prerequisite: Vibroweapon
When you hit with the weapon, you can force the target to make a Strength saving throw. On a failed save, the creature is pushed back 10 feet and knocked prone.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n
\n

TRACKER

\n

Prerequisite: 5th level
You add a tracking mechanism to your modified weapon. The tracker has 3 charges. As an action you can use 1 charge to cast target lock. As an action you can use 2 charges to cast detect invisibility.

\n

The tracker regains all expended charges after a long rest.

\n
\n

TRUELIGHT

\n

Prerequisite: 11th level
Prerequisite: Flashlight
When toggled on, your flashlight now automatically dispels illusions and can detect invisibility, as with truesight.

\n
\n

VENOMOUS OSCILLATOR

\n

Prerequisite: 9th level, Vibroweapon
As a bonus action, you can coat your weapon in a thin layer of poison for 1 minute. The next time you hit with the weapon, the creature must make a Constitution saving throw against your tech save DC. On a failed save, a creature takes 1d10 poison damage and becomes poisoned for 1 minute.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

\n
","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"OPmnvVAKt8P3mRzr","name":"Forcecasting (Sentinel)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 1st level, in your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 7 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the sentinel table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your sentinel level x 3, as shown in the Force Points column of the sentinel table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the sentinel table.

\n

You may only cast force powers at 5th, 6th, and 7th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Ob4SKH2kAglyDbkk","name":"Redirected Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, you learn how to direct an errant shot toward a new target. When you make an attack roll with an enhanced shot and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"OwFJ3XWTg2ECPPqS","name":"Forcecasting (Consular)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 1st level, in your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 9 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the consular table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your consular level x 4, as shown in the Force Points column of the consular table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the consular table.

\n

You may only cast force powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"P44Rcdvtp5HH7DgM","name":"Bonus Proficiencies (Fighter: Mounted)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, you gain proficiency in Animal Handling or Piloting.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"PGd9fFv1SpyvJXdq","name":"Bonus Proficiencies (Engineer: Cybertech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level, you gain proficiency in cybertech’s implements. Additionally, when you engage in crafting with cybertech’s implements, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"PIdBeZMK89IPNC78","name":"Forcecasting (Aing-Tii)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this order at 3rd level, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Aing-Tii Order Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your monk level, as shown in the Force Points column of the Aing-Tii Order Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Aing-Tii Order Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus +your forcecasting ability modifier

\n

 

\n

THE AING-TII ORDER

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"PNV1FnFfvmg1jYIe","name":"Modified Armor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to modify one unenhanced suit of armor or shield utilizing your armormech knowledge. Over the course of a long rest, you can modify one suit of armor or a shield. You must have the armor or shield and armormech’s implements in order to perform this modification.

\n

Your modified armor or shield is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified armor has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

At 9th level, you can maintain both a modified suit of armor and shield. Each modified item has modification slots as shown in the Modification Slots column of the engineer table.

\n

ARMORMECH MODIFICATIONS

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n

\n

ABSORPTION SHIELD

\n

Prerequisite: Physical Shield
You modify your physical shield to block incoming damage. As a bonus action you can activate this ability and gain temporary hit points equal to 1d4 + Intelligence modifier, which last for one hour.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n
\n

ACCELERATED MOVEMENT

\n

Prerequisite: Armor
You reduce the weight of your modified armor’s bulk and increase the power to joints. If the armor has a Strength requirement, you ignore it. The modified armor’s weight is reduced by 15 lbs. While wearing your modified armor your speed increases by 10 feet. This applies to all movement speeds you have while wearing your armor.

\n
\n

ADAPTABLE ARMOR

\n

Prerequisite: Armor
You integrate deployable hooks and fins into your armor, augmenting its mobility. While wearing your modified armor, you gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Additionally, you gain a swim speed equal to your walking speed.

\n
\n

ADVANCED POWER FIST

\n

Prerequisite: 11th level, Armor
Prerequisite: Prototype Power Fist
You further modify your modified armor’s gauntlet with increased reinforcement and weight. Your modified armor’s unarmed strike deals 1d8 kinetic damage. Additionally, your critical hit range with your unarmed strikes increases by 1.

\n
\n

ARTIFICIALLY INTELLIGENT

\n

Prerequisite: 9th level, Armor
You install an artificial intelligence into your modified armor. While wearing your modified armor, when you make an ability check, your armor’s artificial intelligence can take the Help action.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n
\n

BONDED PLATES

\n

Prerequisite: 5th level
You gain a +1 bonus to AC against melee attacks. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

COLLAPSIBLE SUIT

\n

Prerequisite: 5th level, Armor
Your modified armor can collapse into a case for easy storage. When transformed this way the armor is indistinguishable from a normal case and weighs 1/3 its normal weight. As an action you can don or doff the armor, allowing it to transform as needed.

\n
\n

DARKVISION VISOR

\n

Prerequisite: Armor
While wearing your modified armor, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

\n
\n

ENHANCED ENDURANCE

\n

Prerequisite: Armor
When you are reduced to 0 hit points while wearing your modified armor but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

\n
\n

ELECTROSHOCK SHIELD

\n

Prerequisite: Shield Generator
You install electroshockers in your shield generator. Whenever an enemy misses you with a melee attack, you can use your reaction to do 1d4 + your Intelligence modifier lightning damage to the attacker.

\n
\n

FLIGHT

\n

Prerequisite: 9th level, Armor
You integrate a propulsion system into your modified armor. While wearing your modified armor you have an enhanced flying speed of 30 feet.

\n
\n

GRAPPLING HARPOON

\n

Prerequisite: Armor
Your modified armor gains an integrated grappling harpoon set into your gauntlet. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

\n

A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.

\n

While the harpoon is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is larger than you. A creature or object your size or smaller is pulled to you. Alternatively, you can opt to release the cable (no action required).

\n

Once you’ve used this feature, you can’t use it again until you recover and reinsert the harpoon as an action.

\n
\n

HEAVY SUIT

\n

Prerequisite: 5th level, Armor
You enhance your suit, making it difficult to move. As a bonus action, you can anchor your feet to the ground. While anchored, your speed is 0, you have advantage on Strength checks and Strength saving throws, and your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.

\n
\n

INFILTRATION SUIT

\n

Prerequisite: Armor
You install a cloaking device in your modified armor. This device has 2 charges. As an action you can use 1 charge to cast infiltrate targeting yourself.

\n

The cloaking device regains all expended charges after a long rest.

\n
\n

MAGNETIZED SHIELD

\n

Prerequisite: Physical Shield
You modify your physical shield such that when a melee weapon attack misses you by an amount less than or equal to your bonus to AC from your shield, the attacking creature must make a Strength check against your tech save DC. On a failed save, the creature’s weapon adheres to the shield. As an action, a creature can repeat this check. On a success, the weapon is freed.

\n
\n

OVERLOAD SHIELD

\n

Prerequisite: Shield Generator
You modify your shield generator to overload. As an action you can overload your shield. Each Large or smaller creature within 5 feet of you must make a Dexterity or Strength saving throw (their choice) against your tech save DC. On a failed save, they are pushed back 5 feet and knocked prone.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n
\n

POWER FIST

\n

Prerequisite: Armor
You modify your modified armor gauntlet with increased reinforcement and weight. Your modified armor’s unarmed strike deals 1d4 kinetic damage.

\n

Additionally, when you take the Attack action and make an unarmed attack, you can make an additional unarmed attack as a bonus action.

\n
\n

PROTOTYPE POWER FIST

\n

Prerequisite: 5th level, Armor
Prerequisite: Power Fist
You further modify your modified armor gauntlet with increased reinforcement and weight. Your modified armor’s unarmed strike deals 1d6 kinetic damage and has the following property.

\n

If you or your target move at least 10 feet in a straight line immediately before making an unarmed attack, the first unarmed attack you make deals additional damage equal to your Intelligence modifier.

\n
\n

REINFORCED UNDERLAY

\n

Prerequisite: 5th level
You gain a +1 bonus to AC against ranged attacks. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

RESISTANCE

\n

Prerequisite: Armor
You tune your modified armor against certain forms of damage. Choose acid, cold, fire, ion, lightning, or sonic damage. While wearing your modified armor you have resistance to that type of damage.

\n

You can select this modification multiple times. Each time you do so, you must choose a different damage type.

\n
\n

SEALED SUIT

\n

Prerequisite: 5th level, Armor
As a bonus action you can hermetically seal your modified armor, giving you an air supply for up to 1 hour and making you immune to poison (but not curing you of existing poisoned conditions). Your armor regains 1 minute of air for every minute that you are not submerged and the armor is not sealed.

\n

Additionally, while you are wearing your modified armor you are considered adapted to cold and hot climates as well as high altitude, as described in chapter 5 of the Dungeon Master’s Guide.

\n
\n

SENTIENT ARMOR

\n

Prerequisite: 13th level
Prerequisite: Artificially Intelligent
Your artificial intelligence has learned to control the suit without you being in it. It is now a valid target of the tracker droid interface tech power.

\n

While your armor is acting independently, it uses your ability scores, saving throws, and skills, and it has hit points equal to your engineer level. If reduced to 0 hit points, it falls directly to the ground, and it can not be equipped again until you finish a long rest.

\n
\n

SHIELD AMPLIFIER

\n

Prerequisite: Shield Generator
You modify your shield generator to project outward. As a bonus action you can amplify your shield until the start of your next turn. Each creature within 5 feet of you gains a bonus to AC equal to your shield’s bonus.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n
\n

SHIELD ANCHOR

\n

Prerequisite: Physical Shield
You modify your shield to be used as a portable source of cover. As an action, you can anchor or recover the shield. While anchored, you gain no benefit from a shield, and it does not require the use of a hand. Instead, while anchored, a light shield provides one-quarter cover, a medium shield provides half cover, and a large shield provides three-quarters cover.

\n
\n

TECH BLAST

\n

Prerequisite: Armor
You modify your modified armor gauntlet with a blaster weapon with which you are proficient. The weapon uses your Intelligence modifier for its attack and damage rolls, and deals 1d8 energy damage on a hit. It has a normal range of 30 feet and a long range of 120 feet.

\n
\n

WEAPON INTEGRATION ARMORING

\n

Prerequisite: Armor
You can integrate a single weapon that weighs no more than 8 lb. into your armor. While integrated, that weapon gains the hidden property. Additionally, you have advantage on Strength saving throws to avoid being disarmed.

\n

 

\n
","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"PSiGWs9DVviM78K3","name":"Form Basics (Trakata)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Trakata lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"PSsCniigbIjrk6EX","name":"Master of Persistence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you are an unrelenting force on the field of battle. Your Strength and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

This effect ends early if you are incap-acitated or die. Once you’ve used this feature, you can’t use it again until you complete a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"PWRce8jzPuXlGfPE","name":"Stay In Formation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can take the Guard action as a bonus action on your turn.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"PtL7M75J3a8akz4a","name":"Battle Anticipation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, while raging, your critical hit range with melee weapon attacks using Dexterity increases by 1.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Pxp7SMeemsCJWgp8","name":"Flurry of Light","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 3rd level, you gain proficiency in blaster pistols, blaster rifle, ion blaster, ion rifle, and the lightbow, which are your Whills weapons and are monk weapons for you. When you are wielding a Whills weapon, you gain the following benefits:

\n","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"PysR7YJIeMZG5ACJ","name":"Furious Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can cast force powers while raging as long as the power’s casting time is no more than 1 action, the power does not require concentration, and you are not wearing heavy armor or wielding a medium or heavy shield. While raging, you add your rage damage to damage rolls from force powers you cast. If a force power damages more than one target, you may only apply your rage damage to one of the targets.

\n

Casting force powers during rage counts as attacking for the purposes of maintaining rage, and you can use your Reckless Attack feature to gain advantage when casting a force power that requires an attack roll.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Q1JyHnVs9iIEBs91","name":"Reckless Attack","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Q3DHegz5ZbV7rA7m","name":"Raging Bulwark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, your imposing form acts as a shield for your allies. When a friendly creature you can see is the target of a ranged attack, or forced to make a Dexterity saving throw, and you can see the source of the effect, you can use your reaction to move up to half your speed towards the friendly creature. You must end this move closer to the ally than you started. If you end this movement between your ally and the source of the effect, you provide cover for the attack.

\n

Additionally, you provide three-quarters cover, instead of half-cover, to creatures your size, and you provide full cover to creatures smaller than you.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"QRnYiJmRk18ekE9v","name":"Boggdo's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 13th level
While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"QW2GcMjunyXuGZXe","name":"Reckless Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, while you are raging, not wearing heavy armor, and not wielding a shield, when you hit a creature with an unarmed strike or improvised weapon, you can choose to forgo your rage damage to make the attack a reckless strike.

\n

Some of your reckless strikes require your target to make a saving throw to resist the reckless strike’s effects. The saving throw DC is calculated as follows:

\n
\n

Reckless Strike save DC = 8 + your proficiency bonus + your Strength modifier

\n
\n

BRACING STRIKE

\n

You gain temporary hit points equal to your rage damage bonus. If the target is grappled by you, you instead gain temporary hit points equal to twice your rage damage bonus.

\n

PUNISHING STRIKE

\n

Your target must make a Constitution saving throw. On a failed save, the creature is deafened until the start of its next turn. If the target is grappled by you, it is instead incapacitated until the start of its next turn.

\n

STAGGERING STRIKE

\n

Your target must make a Strength or Dexterity saving throw (the target chooses the ability score to use). On a failed save, your target is pushed back 5 feet. If the target is grappled by you, it instead knocked prone.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Qdbzi0NO5FVsmFXd","name":"Ionized Weave","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, when you cast a damage-dealing force power that requires a force attack or saving throw, you can spend force points to cause that power to instead deal ion damage. The number of force points equals half the power’s level (round down, minimum of one). If the power would call for a saving throw other than Dexterity, it instead calls for a Dexterity saving throw.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"QoSoggniLQlVPh3D","name":"Fighting Spirit","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

\n

You can use this feature three times. You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":3,"max":3,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Qqp4sbAvV5R3xgO4","name":"Greater Extra Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 11th level, you can attack three times, instead of once, whenever you take the Attack action on your turn.

\n

Additionally, when you use a bonus action to engage in Double- or Two-Weapon Fighting, you can make two attacks, instead of one.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"QwDExZ4sYBdx4d4o","name":"Scout Routines","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 3rd level, you’ve developed one routine, as detailed below. You develop an additional routine at 7th and 15th level.

\n
\n

SCOUT ROUTINES

\n

The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.

\n

At 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet.

\n
\n
\n

ADAPTABILITY ROUTINE

\n

At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

MAVEN’S ROUTINE

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At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

MESMER’S ROUTINE

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At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

NOMAD’S ROUTINE

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At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

RESPONDER’S ROUTINE

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When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

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\n

SHARPSHOOTER’S ROUTINE

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At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

\n
\n

STRIDER’S ROUTINE

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At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

WARDEN’S ROUTINE

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At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"R5H3i6PfQEzdXyz9","name":"Guided Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, your first ranged weapon attack and your first melee weapon attack each turn deal additional damage equal to your Wisdom or Charisma modifier (your choice, a minimum of +1).

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RC7hvuuU3CIRZUOd","name":"Upheld By the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this tradition at 3rd level, the Force flowing through your body strengthens you, granting the following benefits:

\n\n

Additionally, as an action, you can gain resistance to kinetic and energy damage for 1 minute. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield. You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RFU6FQawnVy3w4TO","name":"Close Call","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, when you make an attack roll with your modified weapon and miss, you can expend one use of your Potent Aptitude to attempt to turn that miss into a hit. Roll the die and add it to the attack roll.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ROdICoWR82v6A2Rf","name":"Tactician's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RQnRq0u0DbUJcO58","name":"Maneuver Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, once per round, when you would roll a Superiority Die, you can instead choose the maximum.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RS5OG9YXnbEwkFqO","name":"The Way of the Monkey-Lizard","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can enter a confusing stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, when you take the Dodge action, you can make one melee weapon attack against a creature within range. Additionally, when you make this melee weapon attack, you can flourish your weapon to attempt to distract your target. Make a Dexterity (Sleight of Hand) check contested by a Wisdom (Perception) check of the target of your attack. On a success, you make this attack roll with advantage.

\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RYV1XXoeZ4GjBpkq","name":"Focused Breathing","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, you learn to recover some of your expended power quickly. When you use your Second Wind you also regain a number of force points equal to your Wisdom or Charisma modifier (your choice, a minimum of one).

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RhtkuvE1lcDsocvR","name":"Tireless Spirit","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Rii7wMd3z3cG9bk4","name":"Raid Planning","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, you learn to flare up your allies’ drive for combat, urging them to follow you into the fray. During a long rest, you tell sagas, sing battle songs, and give inspiring speeches. At the end of the long rest choose up to 5 creatures that can hear and understand you (which can include yourself) to add your Charisma modifier (minimum of one) to their next initiative roll, and a 10 foot bonus to their speed on their first turn of combat.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Rmny9eQ9fR6sINL4","name":"Guarding Weapon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, you can direct your animated weapons to absorb damage while your Saber Storm is activate. When you take damage, you can use your reaction to expend one force slot to have your animated weapon intercept it, and reduce that damage to you by an amount equal to five times the force slot’s level.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RoBYgglH8V1FjCSV","name":"Enhanced Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 6th level, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"S5I4RdNHNMm7ao0X","name":"Bonus Proficiencies (Fighter: Praetorian)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Insight, Lore, Performance, or Persuasion. Alternatively, you learn one language of your choice.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SBBlwVaJDwCADC5f","name":"The Force Is With You","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, as you channel the Force through you, you gain the following benefits:

\n","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SIrtFoj8ngOsd37n","name":"Perfected Purposing","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, when you cast a tech power, you can choose to deal maximum damage or provide maximum healing with that power.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SQ38NMuSGq1UFgYZ","name":"Bonus Proficiencies (Guardian: Shien/Djem So)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in heavy armor.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SU5JDQ8GNySPSphF","name":"Reckless Power","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, weapons and the force are equally an extension of your rage. While you are raging and you use your action to cast a force power, you can make a single melee weapon attack as a bonus action.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ScLH8xRV8QXmxeRh","name":"Extra Attack (Engineer: Armormech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You must be wearing your modified armor or wielding your modified shield to gain this benefit.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SfWAWVfaCZJChcx2","name":"Slippery Mind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SlaMlkc4jk0s5dj1","name":"Commanding Rage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, when in your rage, you become more aware of your allies, and their intent when fighting at your side. While you are raging, when an ally within 10 feet of you makes an attack roll against an enemy, you can use your reaction to grant advantage to that attack and add your rage damage bonus to the damage roll, if the attack hits.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","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":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"More Machine Than Man","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, while you have temporary hit points, when you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

","chat":"","unidentified":""},"source":"EC","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"SpinvKUCtlRLkJ8C"} +{"_id":"SsvfSQlHuA3UiyIU","name":"The Way of the Sarlaac","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can enter a frenetic stance for one minute. While in this stance, the first time you hit a creature with a melee weapon attack on your turn, it has disadvantage on the next melee attack roll it makes against you before the start of your next turn. Additionally, if that creature is within 5 feet of you, it must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"TE8Ntdf1x7zULfHU","name":"Guardian Aura","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you reach 3rd level, you gain an aura of your choice, as detailed below. You gain an additional aura at 10th and 18th level.

\n

GUARDIAN AURAS

\n

The auras are presented in alphabetical order. If multiple guardians grant the same aura, affected creatures can only benefit from it once. You must be conscious to grant the benefits of your auras.

\n

At 9th level, the range of these auras increases to 15 feet, and at 17th level, the range of these auras increases to 30 feet.

\n
\n
\n

AURA OF CONQUEST

\n

Whenever a creature who is frightened of you starts its turn within 5 feet of you, its speed is reduced to 0 and that creature takes psychic damage equal to half your guardian level.

\n
\n

AURA OF CONVICTION

\n

You and friendly creatures within 5 feet of you have advantage on saving throws against effects that would cause you to be charmed or frightened.

\n
\n

AURA OF HATRED

\n

You and friendly creatures within 5 feet of you gain a bonus to the first melee weapon damage rolls you make each round equal to your Charisma modifier (minimum of +1).

\n
\n

AURA OF PRESENCE

\n

Whenever you or a friendly creature within 5 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (minimum of +1).

\n
\n

AURA OF PROTECTION

\n

Whenever a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

\n
\n

AURA OF VIGOR

\n

Whenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).

\n
\n

AURA OF WARDING

\n

You and friendly creatures within 5 feet of you have resistance to damage from force powers.

\n
","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"TH8uVHJVECGYQeO1","name":"Slow Fall","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

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At 18th level, you learn how to share your totem’s power with your allies. When you use your Totemic Might feature, you can choose one willing creature you can see within 60 feet of you. The chosen creature also gains the benefits of your Totemic Might feature. If you are incapacitated or killed, this effect immediately ends for both of you.

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At 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. When you hit a creature with a melee weapon attack, you can have the attack deal no damage and spend 1 focus point to force them to make a Charisma saving throw against your focus save DC. On a failed save, the creature is unable to speak a deliberate lie for 1 minute and all Charisma checks directed at the creature are made with advantage for the duration.

\n

On a success or failure, a creature is aware that you attempted to influence them. They can choose to avoid answering questions to which they would normally respond with a lie.

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Starting at 15th level, when you roll initiative and have no Superiority Dice remaining, you regain 1 Superiority Die.

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Beginning at 7th level, you learn to throw grenades as a bonus action. Additionally, when a creature fails a saving throw against a charge or grenade, you can expend a superiority die to apply one of your maneuvers. You can only use this feature once per grenade.

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Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your fighter level.

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When you choose this discipline at 3rd level, you gain proficiency in armormech’s implements, medium armor, and heavy armor. Additionally, when you engage in crafting with armormech’s implements, the rate at which you craft doubles.

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Beginning at 7th level, your constant blur of motion and attacks becomes an unending barrage as you build momentum. Once on your turn when you miss with a weapon attack you can make another weapon attack, no action required.

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By 14th level you have memorized the litanies, songs, and chants of your people and their dedication to war. When you enter a rage you can take a commanding stance. If you do so, for the duration of your rage you have a special reaction you can take on a number of allies’ turns equal to your Charisma modifier (minimum of one). You can only use this special reaction to use your Commanding Rage feature.

\n

Additionally, during this rage, when an enemy within 10 feet of you makes an attack roll against an ally, you can use your reaction to reduce that roll by an amount equal to your Charisma modifier.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

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Beginning when you choose this order at 3rd level, you gain proficiency in light and medium armor. If you are already proficient in light and medium armor, you instead gain proficiency in heavy armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing armor as long as you are not wielding a shield.

\n

Additionally, you’ve learned to adapt to new weaponry. Over the course of an hour, which can be performed during a short rest, you can perform a kata with a weapon of your choice. You gain proficiency in that weapon if you do not already have proficiency, and it becomes a monk weapon for you. You can only adapt to one weapon at a time, and if you attempt to adapt to another weapon you immediately lose your proficiency with the chosen weapon.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"UjIepYOFwxWzpBqS","name":"Absorb Damage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, you learn to channel the Force into your skin and bones, greatly enhancing your durability. You can use a bonus action to channel the Force throughout your body. Until the start of your next turn, you have resistance to kinetic and energy damage.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"UlaeWMHJ5WJ1BHbV","name":"Expertise (Operative)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 1st level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 6th level, you can choose two more of your proficiencies (in skills or tools) to gain this benefit.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"UvMKVj608ijSAfgd","name":"Master of Perseverance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, your might overwhelms even the most implacable of foes. Your Strength and Constitution scores increase by 2. Your maximum for these scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Uysua3MJxqqdHu0i","name":"Unstoppable Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, you learn to completely ignore many of the most devastating impediments of combat. You can expend a use of Indomitable to gain the effect of the freedom of movement force power until the end of your next turn.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"V0x1tf4l58GW5VVd","name":"Primal Avatar","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, you learn a third totem. Additionally, the bonus damage of your Totemic Might feature increases to 1d8. Lastly, you have advantage on Lore checks you make about tribal cultures.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"V2395mykGG37TJr7","name":"Improved Force-Empowered Shots","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, your familiarity with blaster weapons has granted you greater insight into their function and usage. Once on each of your turns, drawing or stowing a blaster no longer requires your object interaction. Additionally, you no longer require a free hand to reload.

\n

At 11th level, once per turn, when you hit a creature with a ranged weapon, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Shots with an attack, you add this damage to the extra damage of your Force-Empowered Shots. The damage is the same type as the weapon’s damage.

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Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can use your connection to the Force to sense their strengths and weaknesses, and learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

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Starting at 18th level, your suit is like a second skin. Whenever you make an ability check or saving throw that uses Strength, Dexterity, or Constitution, you can treat a d20 roll of 9 or lower as a 10. You must be wearing your modified armor or wielding your modified shield to gain this benefit.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"VI7yPQlf403Sc2kx","name":"Greater Signature Maneuver","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, you can choose a second signature maneuver.

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When you choose this approach at 3rd level, you’ve learned to fight in the heaviest of armors, using your weight to your advantage. You gain proficiency in heavy armor, you can enter a rage while wearing heavy armor, and you can gain the benefits of your Rage feature while wearing heavy armor.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"VYgkXCFMjyEWG41H","name":"Ability Score Improvement (General)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"VmtA5IyhcBM7UDxe","name":"Opportunist","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","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":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"W7rRMa4gTsSc0VIq","name":"Shattering Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, your rage causes your strikes to overcome the hardest of materials. While raging, you gain the following benefits:

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At 14th level, when you use your action to a cast a 1st-level or higher tech power, you can use your bonus action to gain temporary hit points equal to the level of the tech power + your Intelligence modifier.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WLkMLz9u8Hdy1Bt5","name":"The Way of the Yerdua","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can take a meditative stance for 1 minute, granting you supreme accuracy as you guide your shots to their target through the Force. While in this stance, you add your Wisdom or Charisma modifier (your choice, minimum of +1) to one ranged weapon attack and damage roll you make each turn. Additionally, when making a ranged weapon attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WTBhKJgkArQI3Tgv","name":"Hawk's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WU5tBnC8EgUZV5xj","name":"Volatile Reflexes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, when a creature within 5 feet of you makes a melee attack against you, you can use your reaction and throw a charge behind the target. If the target fails its saving throw against the charge, you impose disadvantage on the attack roll made against you.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WayeFkeZ0UZogQXl","name":"Strength Before Death","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Wegdgh47OgwcBgBD","name":"Reinforced Barriers","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you cast a tech power while you have a barrier active, you can restore hit points to the barrier, provided it is within 30 feet of you. You restore a number of hit points equal to twice the power’s level, or 1 hit point for an at-will power. This can’t increase a barrier’s hit points above its initial hit points. If you have multiple barriers active, you can divide these hit points between them as you see fit.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Wfc2dF25ZJ2TLNID","name":"Monastic Vows","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 2nd level, you’ve sworn two vows, as detailed below. You swear an additional vow at 7th, 13th, and 17th level.

\n

MONASTIC VOWS

\n

The vows are presented in alphabetical order. If a vow has prerequisites, you must meet them to learn it. You can learn a vow at the same time you meet its prerequisites.

\n
\n
\n

VOW OF DEFLECTION

\n

You can use your reaction to divert a strike when you are dealt damage by a melee weapon attack. When you do so, the damage taken by the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

\n
\n

VOW OF THE DEVOTED

\n

You gain a limited ability to manipulate the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n\n
\n

VOW OF FATE

\n

Prerequisite: 7th level
When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

\n
\n

VOW OF THE FIGHTER

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6. You can’t take a fighting Style option more than once, even if you later get to choose again.

\n
\n

VOW OF FORTITUDE

\n

Prerequisite: 7th level
You can use your action or bonus action to end one effect on yourself that is causing you to be blinded or deafened.

\n
\n

VOW OF FREEDOM

\n

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n
\n

VOW OF INTUITION

\n

You can no longer have disadvantage on attack rolls against creatures within 10 feet of you due to not being able to see them.

\n
\n

VOW OF THE LIMBER

\n

Prerequisite: 7th level
When you make your first unarmed strike on your turn, you can choose to spend 1 focus point. If you do so, your reach with your unarmed strikes increases by 5 feet until the end of your turn.

\n
\n

VOW OF METTLE

\n

You can use Strength instead of Wisdom or Charisma when determining your Unarmored Defense.

\n
\n

VOW OF THE MORTAL

\n

You can use Constitution instead of Wisdom or Charisma when determining your Unarmored Defense.

\n
\n

VOW OF THE NEMESIS

\n

Prerequisite: 13th level
As a bonus action, you can choose one creature within 30 feet that you can see. The creature must make a Wisdom saving throw against your focus save DC. On a successful save, the creature becomes immune to this feature for 24 hours. On a failed save, for the next minute, the creature has disadvantage on attack rolls against creatures other than you, and it must make an additional Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this feature doesn’t restrict its movement for that turn.

\n

This feature ends early if you attack another creature, if you target another hostile creature with a power or class feature, if a friendly creature damages the target, if a friendly creature targets it with a power or class feature, or if you target another creature with this feature.

\n
\n

VOW OF THE OPEN MIND

\n

You gain proficiency in a skill of your choice. Additionally, you can spend 1 focus point and 10 minutes meditating on a skill in which you are proficient. If you do so, when you make an ability check with the chosen skill, you can add your Wisdom or Charisma modifier to the check if it doesn’t already include that modifier. You can only have one instance of this feature active at a time.

\n
\n

VOW OF PRECISION

\n

Prerequisite: 13th level
Your critical hit range with unarmed strikes increases by 1.

\n
\n

VOW OF REQUITAL

\n

Prerequisite: 13th level
When you take the Dodge action and an attack made by a creature within 5 feet of you misses you before the start of your next turn, you can use your reaction to make one melee weapon attack with a monk weapon or unarmed strike against that creature.

\n
\n

VOW OF RESTORATION

\n

When you would make an unarmed strike, you can spend 1 focus point to instead touch a willing creature within your reach. Roll your Martial Arts die. The target gains hit points equal to the amount rolled + your Wisdom or Charisma modifier (your choice, minimum of +1).

\n
\n

VOW OF THE SENTRY

\n

You gain proficiency in light and medium armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing light or medium armor as long as you are not wielding a shield.

\n
\n

VOW OF SERENITY

\n

Your maximum focus increases by an amount equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of +1).

\n
\n

VOW OF THE SHREWD

\n

You can use Intelligence instead of Wisdom or Charisma when determining your Unarmored Defense.

\n
\n

VOW OF SPIRIT

\n

You can use your choice of Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.

\n
\n

VOW OF THE VERSATILE

\n

When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can instead make a weapon attack with a monk weapon you are wielding.

\n
","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WlSOL3kItS4UFnij","name":"Sage Advice","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you reach 2nd level, you can spend 1 minute spreading your knowledge and experience, advising those around you. When you do so, choose a skill or tool you are proficient with and a number of friendly creatures up to your Intelligence modifier within 30 feet of you who can hear you and who can understand you. Once within the next hour, the next time each creature would make an ability check with the chosen skill or tool, they may add their proficiency bonus to the roll if they are not already proficient. A creature may only benefit from this feature once. If a creature is targeted by this feature again before using it, they can choose to retain the first benefit or replace it with the new skill or tool instead.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest. Starting at 13th level, you regain the ability to use it after you complete a short or long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WtSaGz0yfKeuVPZQ","name":"Comic Frenzy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WzpooBDyQYg1uFcT","name":"One With the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 11th level, you learn how to enter a trance, preparing to unleash yourself upon your enemy. While in this trance, you can still talk and move. If you stay in the trance for at least one minute, when you roll initiative, you can make a ranged weapon attack on a number of creatures up to your Wisdom or Charisma modifier (your choice, a minimum of one) within 30 feet of you when you were in this trance.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"X4PnDFr2JiWjuYEl","name":"Fighting Style (Fighter)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"XZkExfmmCLzuAxjz","name":"Masterful Mixtures","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, when you deal acid or poison damage using a tech power or class feature, you ignore resistance and treat immunity as resistance.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"XbKJYpFuGAllR1Ih","name":"Fundamentals of Mechu-Deru","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this tradition at 3rd level, you’ve dabbled in adapting your use of the Force, melding it with technology. You gain proficiency in the Technology skill, as well as simple blasters. When you cast a force power that calls for a melee weapon attack, and you are wielding a blaster with which you are proficient, you can instead make a ranged weapon attack, as long as the target is within your weapon’s normal range.

\n

Additionally, you’ve learned to manipulate the Force to be able to manipulate technology when it couldn’t previously. When you cast a force power that could not affect droids or constructs, you can choose to have it affect droids or constructs. If it would affect multiple targets, you must expend additional uses of this feature for each additional target. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete a long rest.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"XblRy31agdu3pY8p","name":"Unpredictable Motion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, while you are wielding a melee weapon, opportunity attacks against you are made at disadvantage.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"XunBynvxZH9qkNEs","name":"Extra Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"YFrVQpPzar30Wpgx","name":"Bonus Proficiencies (Engineer: Audiotech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level, you gain proficiency in three musical instruments and audiotech’s implements. Additionally, when you engage in crafting with audiotech's implements, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"YHPUv9lN3nCapAgP","name":"Persistent Rage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"YND5s9bZK1Fp05dX","name":"Size Matters Not","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, you can manipulate creatures of Huge size or smaller with your force powers and Way of Telekinetics features.

\n

Additionally, when you use your action to cast a force power, you can use a bonus action to fly up to 10 feet without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"YO47dPo3A0QCh006","name":"Stunning Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 5th level, you can interfere with an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 focus point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"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":"con","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"YQbpwkUPMTaSkhNq","name":"Center of the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you are perfectly centered with the Force. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, once per turn, when you would roll a Kinetic Combat die, you can instead choose the maximum.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"YWsDFY7hQEabL8PH","name":"Bombard","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, when a creature fails its saving throw against a charge or grenade thrown by you, it has disadvantage on the next Dexterity saving throw it makes before the end of your next turn.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"YnM0Nxhfsvkr01Vh","name":"Enhanced Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, you gain the ability to enhance your shots. Whenever you fire an unenhanced shot from a blaster, you can make it enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Z7Ku1V9dXCInJ6eK","name":"Twisting Winds","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, your unpredictable movement makes you harder to hit and pin down. When you make a saving throw or ability checks to avoid being knocked prone, pushed, grappled, or restrained, it gains a bonus equal to your Strength or Dexterity modifier (your choice) as long as it doesn’t already include that modifier.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ZAGjuz5DZXFXIRjn","name":"Concussive Blast","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, you add your Intelligence modifier (a minimum of +1) to any damage you deal with tech powers and class features that deal sonic damage.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ZU13gEZVPufJ7Csp","name":"Preserve Life","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, as an action, you can channel the Force and evoke healing energy that restores a number of hit points equal to five times your consular level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half its hit point maximum. This feature has no effect on droids or constructs.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"Restores a creature to no more than half its hit point maximum.","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ZUYgGHpQpiGmxo3A","name":"Bonus Proficiencies (Engineer: Armstech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level, you gain proficiency in armstech’s implements, medium armor, martial blasters, and martial vibroweapons. Additionally, when you engage in crafting with armstech’s implements, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ZbwvEeTXEPwoApqc","name":"Ammunition Upgrades","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, your ammunition enhancements improve.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ZoEt4JpvUya3an75","name":"Timeless Vessel","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 15th level, your focus sustains you so that you suffer none of the frailty of old age, and you can’t be aged abnormally. You can still die of old age, however. Additionally, when you complete a short rest, you can expend a Hit Die to remove 1 level of exhaustion or slowed.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ZtPzMR1E5kqylmVY","name":"Calm and Collected","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 14th level, when you make a saving throw caused by an effect you can see, you may gain a bonus to the saving throw equal to your Intelligence modifier.

\n

Once you’ve used this feature, you must wait until a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ZuL4WCeoY7TvBdZx","name":"Versatile Direction","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, you can take a second bonus action on each of your turns.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"aGAQYc3CH95QAgm5","name":"Powerful Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, as a bonus action, you unleash a battle cry infused with force energy. Choose up to ten other creatures of within 60 feet of you that can hear you. Friendly creatures have advantage on attack rolls and saving throws until the start of your next turn, and hostile creatures have disadvantage on attack rolls and saving throws until the end of your next turn.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"aOjtP2LVp16Q6TeQ","name":"Brute Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, once per turn, when you deal damage with a weapon, you can deal an additional 1d4 damage of the same type as the weapon’s damage. If this damage would affect multiple creatures, you can only apply this damage bonus to one of them.

\n

This damage increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 and 13th level, and 1d12 at 17th level.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"aR0lm7tWLj6TSFj5","name":"Martial Arts","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are chakrams, techblades, and any simple vibroweapons that don’t have the two-handed property.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\n\n
\n
Variant: Monks with Lightweapons
\n

If monks gain lightweapon proficiency, consider letting them use lightweapons as monk weapons, provided the lightweapon has a vibroweapon analogue. For instance, chakrams count as monk weapons. If a monk gains proficiency in a light ring, they could also use it as a monk weapon.

\n
","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"aT3vCPrH46ei2O6v","name":"Unstable Volley","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, while wielding your tinkercannon, as a bonus action you can expend one use of your Potent Aptitude to launch a volley of unstable energy at a surface located within 30 feet of you that you can see. This energy adheres to the surface for 1 minute, after which it erupts. As a part of this bonus action, or as a bonus action on a following turn, you can cause the energy to erupt early. Each creature within 5 feet of it must make a Dexterity saving throw against your tech save DC. A creature takes 1d6 lightning damage on a failed save, or half as much on a successful one.

\n

The range at which you can launch your volley increases to 60 feet at 9th level, and 120 feet at 17th level.

\n

This damage increases when you reach certain levels in this class, increasing to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"acOlNws5mitLSSuE","name":"Modified Biochemist's Pack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to modify and combine your biochemist’s kit and poisoner’s kit, creating a mobile laboratory using your chemistry expertise. Over the course of a long rest, you can create your modified biochemist’s pack. You must have a biochemist’s kit, a poisoner’s kit, and materials in order to perform this modification.

\n

Your biochemist’s pack is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified biochemist’s pack has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

Your modified biochemist’s pack comes equipped with a chemical distribution system, complete with three chemical mixtures: corrosive, invigorating, and noxious. As an action, you can activate your distributor and target a creature within 30 feet, with an effect determined by the mixture.

\n

Chemical Mixtures

\n
\n

CORROSIVE MIXTURE

\n

Your distributor emits a burst of acid. The target must make a Dexterity sav-ing throw. On a failed save, a creature takes 1d6 + your Intelligence modifier acid damage. This mixture’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n
\n

INVIGORATING MIXTURE

\n

Your distributor emits a bolt of kolto. The target gains 1d6 + your Intelligence modifier temporary hit points, which last until the end of your next turn. The temporary hit points granted by this mixture increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n
\n

NOXIOUS MIXTURE

\n

Your distributor emits a cloud of poison. The target must make a Constitution saving throw. On a failed save, a creature takes 1d6 + your Intelligence modifier poison damage. This mixture’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n
\n

BIOCHEM MODIFICATIONS

\n
\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n
\n

BIOCHEMIST’S AMPLIFER

\n

Prerequisite: 5th level
While using your biochemist’s pack as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

BIOCHEMIST’S INHIBITOR

\n

Prerequisite: 5th level
While using your biochemist’s pack as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

CHEMICAL COUNTERAGENTS

\n

You may choose one type of damage that benefits from your Biochemist’s Touch and Potent Mixtures features. While wearing your modified biochemist’s pack you have resistance to that type of damage.

\n

You can select this modification multiple times. Each time you do so, you must choose a different damage type.

\n
\n

COUNTERTOXIN

\n

When you or an ally within 30 feet of you is suffering from the poisoned condition, you may use your reaction on your turn to end the poisoned condition on that creature. The creature also gains immunity to the poisoned condition for one minute.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

DETACHABLE DISTRIBUTION SYSTEM

\n

You upgrade your distributor with a secondary, detachable distributor. As a bonus action, you can throw your detachable distributor at a point within range. Your detachable distributor has a range equal to 30 feet + your Strength modifier x 5. Your detachable distributor works for 1 minute before coming inert. Once it does so, you can’t use it again until you recover it as an action.

\n

Additionally, while your detachable distributor is within 100 feet of you, when you use your action to activate your distributor, you can choose to affect each creature within 5 feet of your detachable distributor. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

DRONE DISTRIBUTION SYSTEM

\n

You upgrade your distributor, interfacing it with the target of your tracker droid interface power. When you use your action to activate your distributor, while your tracker droid is within 100 feet of you, you can choose to have your tracker droid deliver the mixture. Your tracker droid must use its reaction to deliver the mixture.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You

\n

regain all expended uses when you complete a short or long rest.

\n
\n

EXPANDED CHEMICALS: COMBUSTIBLES

\n

Prerequisite: 5th level
You add additional chemicals to your modified biochemist’s pack. When you deal fire damage with a tech power or class feature, you can use your Biochemist’s Touch and Potent Mixture features.

\n

Additionally, when a creature fails their Dexterity saving throw against your Corrosive Mixtures feature, you can choose to instead deal fire damage. If you do so, each creature within 5 feet of the target takes fire damage equal to your Intelligence modifier. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

EXPANDED CHEMICALS: CRYOGENICS

\n

Prerequisite: 5th level
You add additional chemicals to your modified biochemist’s pack. When you deal cold damage with a tech power or class feature, you can use your Biochemist’s Touch and Potent Mixture features.

\n

Additionally, when a creature fails their Constitution saving throw against your Noxious Mixtures feature, you can choose to instead deal cold damage. If you do so, it gains 1 slowed level until the start of your next turn. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

EXPANDED CHEMICALS: RESTORATIVE

\n

Prerequisite: 5th level
You add additional chemicals to your modified biochemist’s pack. When you restore hit points with a tech power or class feature, you can use your Biochemist’s Touch and Potent Mixture features.

\n

Additionally, when you use your Invigorating Mixture to grant temporary hit points to a creature, you can choose to restore that many hit points to the same creature. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

EXPANDED MIXTURES: ADHESIVE

\n

You’ve created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make a Strength saving throw. If the creature is Large or larger, it has advantage on the saving throw. On a failed save, a creature gains 4 slowed levels until the start of your next turn. As an action on their turn, an affected creature can repeat this saving throw, ending the effect on a success.

\n
\n

EXPANDED MIXTURES: BLINDING

\n

You’ve created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make a Constitution saving throw. On a failed save, a creature

\n

is blinded until the start of your next turn.

\n
\n

EXPANDED MIXTURES: HALLUCINOGENIC

\n

You’ve created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make an Intelligence saving throw. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the end of your next turn. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

\n

This feature has no effect on droids or constructs.

\n
\n

EXPLOSIVE DISTRIBUTION SYSTEM

\n

You upgrade your distributor, granting it the ability to create a volley. When you use your action to activate your distributor, you can choose to affect each creature in a 10-foot-radius sphere centered on a point you can see within 30 feet.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

INJECTION APPARATUS

\n

You install a wrist mounted injection apparatus into your modified biochemist’s pack. It is a simple vibroweapon with the finesse and light properties, and deals 1d4 kinetic damage on a hit. Your injection apparatus does not fill the hand slot, but you can’t use it while the hand is full.

\n

When you hit with the weapon, you can activate your distributor to deploy one of your mixtures. If you do so, the target has disadvantage on the saving throw against your mixture.

\n
\n

INOCULATION

\n

You gain immunity to the poisoned and diseased conditions.

\n
\n

INTEGRATED EVA FUNCTIONALITY

\n

You make several additions to your modified biochemist’s pack, you are protected from hazardous conditions, as if wearing an EVA suit, for as long as you are wearing your modified biochemist’s pack.

\n
\n

KOLTO AEROSOL

\n

Prerequisite: 9th level
You add a special dispersal system to your modified biochemist’s pack. This system slowly disperses small amounts of kolto in the air. If creatures spend the entirety of a long rest within 30 feet of you, they regain all expended Hit Dice, instead of only half. Additionally, they are cured of any poisons or diseases that are suffering from.

\n
\n

LONG-RANGE DISTRIBUTION SYSTEM

\n

You upgrade your distributor, improving the range. When you use your action to activate your distributor,

\n

you can choose to increase the range to 60 feet.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

LUMINOUS GEL

\n

You’ve added a light-emitting gel to your modified biochemist’s pack. As an action, you can coat an item, object, or location up to 5-foot-square with this gel. When you do so, the gel sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The gel lasts for 1 hour before losing its potency. You can end this effect as a bonus action.

\n
\n

OIL SPILL

\n

As an action, you can cast the oil slick tech power without expending tech points. Casting the power in this way does not require concentration, and the oil will remain in place for the full duration of the power.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n
\n

PERSISTENT CHEMICALS

\n

Prerequisite: 7th level
Whenever you use your Biochemist’s Touch feature, you may select one creature that was damaged. At the start of each of that creature’s turns, it must make a Constitution saving throw. On a failed save, it takes damage of the triggering type equal to your Intelligence modifier and has disadvantage on attack rolls until the start of its next turn. On a success, this feature ends, and the creature becomes immune to it for one day.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n
\n

PIERCING GEL

\n

Prerequisite: 11th level
Prerequisite: Luminous Gel
Your luminous gel now automatically dispels illusions and can detect invisibility, as with truesight.

\n
\n

SELF-INJECTION MODULE

\n

You install a special kolto injector into your modified biochemist’s pack that can inject you with kolto in response to pain. When you take damage, you can use your reaction and expend a Hit Die to regain health as long as the damage would not reduce your hit points to 0.

\n
\n

SMART DISPERSAL SYSTEM

\n

When you activate your distributor, you can choose a number of creature equal to your Intelligence modifier. Those creature automatically succeed on their saving throws against your mixtures.

\n
\n

SPRAY DISTRIBUTION SYSTEM

\n

You upgrade your distributor, granting it the ability to spray in a cone. When you use your action to activate your distributor, you can choose to affect each creature in a 15-foot cone.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"anLxaTAHmPqQkmiZ","name":"Careful Steps","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, you gain skills that represent your precise movement. You gain proficiency your choice of Acrobatics or Stealth. While raging, you have advantage on checks you make with the chosen skill.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"b3uHUpwxSYCU0iLM","name":"Frenzy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).

\n

When you finish a long rest, you reduce your exhaustion level by 2 rather than 1. Additionally, any effect that removes exhaustion reduces your exhaustion by 1 additional level.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"bMmeeDNTAIqgqH4f","name":"Second Wind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

SECOND WIND

\n

Also at 1st level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

\n

Once you’ve used this feature, you must finish a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"bPPhHr2oAZGmovhh","name":"Overwhelm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, when you use your Second Wind while wielding a weapon with the heavy or strength properties, if you hit with the first attack roll you make before the end of your next turn, you treat the hit as a critical hit. If you miss with the first attack roll you make before the end of your next turn, you instead treat the miss as a hit.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ba3N86GYUCNFQHKm","name":"Disciple of Life","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this tradition at 3rd level, when you cast a force power that restores hit points, you can use Wisdom or Charisma as your forcecasting ability for it.

\n

Additionally, whenever you use a power of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the power’s level.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"bfI8uiDYajYnDMXR","name":"Enlightened Evasion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you reach 15th level, when you are subjected to a damage-dealing effect that forces you to make a saving throw, you can spend 2 force points to add your Wisdom or Charisma modifier (your choice, minimum of one) to the saving throw if it doesn’t already include that modifier. If you do so, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can wait until after you roll the d20 to use this feature, but you must decide before the GM says whether the roll succeeds or fails.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"bi8G8H5Ur9B3BAyM","name":"Brutal Critical","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"boJLDGKWXUcLVjT6","name":"Engineering Bombardment","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, the harmful energies of your tech powers and class features intensify. When you roll damage for a tech power or class feature and roll the highest number possible on any of the dice, you can roll it again and use both results. You can only use this ability once per tech power or class feature.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"byZ3LtPPfMXxiVNI","name":"Resilient Fighting","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, when you expend a use of your Adaptive Fighting, you gain resistance to energy and kinetic damage dealt by weapons until the start of your next turn.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"c3xsQBfsxcbhhGRw","name":"Sarlaac Sweep","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, when a creature moves to within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. If the attack hits, you can attempt to damage another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength or Dexterity modifier (your choice). The damage is of the same type dealt by the original attack.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","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":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"cGv4yOyQ5ZPihigt","name":"Subtle Control","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 3rd level, you can befuddle a creature’s mind with nothing but a gesture. As an action, you can cause a creature you can see within 30 feet to make a Wisdom saving throw against your universal force save DC. On a failed save, you can force the creature to believe or forget a single aspect of a conversation, observation or encounter it had that you were present for in the past 10 minutes. Whether the creature succeeds or fails their saving throw, you can’t use this feature on them again until you finish a long rest.

\n

Additionally, creatures who attempt to detect your use of the Force have disadvantage on ability checks to do so, and if a creature has the sense force or force sight power active, they must succeed on a universal forcecasting ability check against your universal force save DC in order to notice your usage of the Force, your alignment within the Force, or how strong your connection to the Force is.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"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":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"cQ6XePAjRAw2Zm0c","name":"Master of Determination","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, the erratic fluidity of your movement confounds even the most determined of foes. Your Strength or Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"cXHHpzCSGKw8vRQ8","name":"Blessed Healer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, the healing powers you cast on others heal you as well. When you cast a force power that restores hit points to a creature other than you, you regain hit points equal to 2 + the power’s level.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"cbdn2Isx1w9y50pQ","name":"Operative Exploits","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 2nd level, you’ve adopted two exploits, as detailed at the end of the class description. You adopt an additional exploit at 7th, 13th, and 17th level.

\n

OPERATIVE EXPLOITS

\n

The exploits are presented in alphabetical order. If an exploit has prerequisites, you must meet them to learn it. You can learn an exploit at the same time you meet its prerequisites.

\n
\n
\n

COMMANDER’S EXPLOIT

\n

You gain proficiency in medium armor.

\n
\n

EXPLORER’S EXPLOIT

\n

You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.

\n
\n

FATE’S EXPLOIT

\n

Prerequisite: 7th level
When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

\n
\n

FIGHTER’S EXPLOIT

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6. You can’t take a fighting Style option more than once, even if you later get to choose again.

\n
\n

FREEDOM’S EXPLOIT

\n

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n
\n

GUERRILLA’S EXPLOIT

\n

You only need 4 hours of sleep to gain the benefit of a long rest.

\n

Additionally, you have advantage on saving throws against exhaustion.

\n
\n

LEARNER’S EXPLOIT

\n

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

\n
\n

MENTOR’S EXPLOIT

\n

Prerequisite: 13th level
Once per turn, whenever both you and a friendly creature within 60 feet that can see and hear you both have to make a saving throw to resist the same effect, you can choose to have disadvantage on the save. If you do so, the friendly creature gains advantage on the save. You can use this feature before or after you both make the saving throw, but you must do so before the GM says whether the save succeeds or fails.

\n
\n

SKILL’S EXPLOIT

\n

You learn an exploit that enhances your ability to apply your knowledge to combat situations. You can take this exploit multiple times.

\n

When you take the Attack action, you can use one of your skill exploits granted by this feature. You can use these features a combined number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Choose from the following. You must be proficient in the skill in order to take that skill’s exploit.

\n\n
\n

TECHNOLOGIST’S EXPLOIT

\n

Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points and without the use of a wristpad. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

\n

You can select this exploit multiple times. Each time you do so, you must choose a different power.

\n
\n

WEAPONMASTER’S EXPLOIT

\n

You gain proficiency in three blasters or vibroweapons that lack the heavy and strength properties.

\n

You can select this exploit multiple times. Each time you do so, you must choose different weapons.

\n
","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"cdCx5Hvq2rYRMzRj","name":"Blurrg's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"clqWkMqYU6AWbbz9","name":"Force Affinity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you reach 3rd level, you’ve developed an affinity for one of the three aspects of the Force: the Ashla, the Bendu, or the Bogan. Choose one from the following:

\n

ASHLA

\n

When you successfully cast a light side power, either your or the target’s (your choice) hit point maximum and current hit points increase by an amount equal to the power’s level. This effect lasts for 1 minute. You can only have one instance of this effect active at a time.

\n

BENDU

\n

You can add both your Wisdom and Charisma modifier to your maximum number of force points, instead of just one.

\n

BOGAN

\n

When you roll a 1 on a damage die for a dark side power, you can reroll the die and must use the new roll, even if the new roll is a 1.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"cmlYUe6Bod6p8iOm","name":"Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, you gain one of the following features.

\n

Choose Precise Reflection for Shien or Brutal Strikes for Djem So.

\n
\n

PRECISE REFLECTION

\n

When you hit with an attack made by the saber reflect power, you can expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

\n
\n

BRUTAL STRIKES

\n

The Force flowing through you grants you incredible strength. When you roll a 1 or 2 on a Force-Empowered Strikes or Improved Force-Empowered Strikes damage die, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

\n

Additionally, when you spend force points to use your Force-Empowered Strikes feature, you gain temporary hit points equal to twice the number of points spent.

\n
","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"cuge2tnNcZL0TKkO","name":"Studied Shooter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, you learn specialized theory typical for practitioners of the enhancement trade. You gain proficiency in your choice of the Lore or Technology skills. Additionally, you learn your choice of the encrypted message or minor image tech power. Intelligence is your techcasting ability for these powers.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"d9GIIame3PCH16jj","name":"Adrenaline Rush","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, when you use your Action Surge feature, you can take an extra bonus action on top of the additional action.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"dLHFgesahAtfy7SH","name":"The Force Unleashed","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, as an action, you can choose a point within 60 feet. Each creature of your choice within 30 feet of that point must make a Constitution saving throw against your universal force save DC. On a failed save, a creature takes 5d10 force damage and suffers 1 level of exhaustion. On a successful save, a creature takes half damage and does not suffer exhaustion.

\n

For each creature that fails this saving throw, a friendly creature within 30 feet of them can regain hit points equal to the amount of damage dealt. A friendly creature can only gain this benefit once per turn.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d10","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"dLfWtRWtN2DVPXtT","name":"Sovereign Protector","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, your mastery of focus has allowed you to unlock your fullest potential in combat. As a bonus action, you can gain the following effects for 1 minute.

\n\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"dPWmHiWmpnhHTsgd","name":"Extra Attack (Berserker)","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"dTdbL8dypa6BAdnP","name":"Predator's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Your speed increases by 10 feet.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"diDFFE9tEqoibD43","name":"Bonus Proficiencies (Guardian: Ysannanite)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in simple blasters and martial blasters that lack the two-handed property.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"dtp98aDdpaAZHTnu","name":"Force Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, you can expel the might of your rage all at once to unleash a devastating storm of force energy. As an action, you can end your rage early, forcing each creature within 15 feet of you to make a Dexterity saving throw against your universal force save DC. On a failed save, a creature takes 1d12 force damage for each round you’ve spent in rage, or half as much on a successful one.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"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":"dex","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"e59ckcbfMkeZMDqn","name":"Delicate Potency","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, your mind-affecting powers are particularly potent. When you cast one of cloud minddominate mindmass coerce mind, and dominate monster, you can choose to treat the power as if cast at your Max Power Level.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"eBQa0CrHLZmy2bn1","name":"Channel the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 1st level, you know how to channel the Force to create a unique effect. You start with your choice of one from two such effects: Cause Harm or Lend Aid. At 3rd level, your Guardian Focus grants you an additional effect. When you use your Channel the Force, you choose which effect to create.

\n

Some Channel the Force effects require saving throws. When you use such an effect from this class, the DC equals your universal force save DC.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, minimum of once). You regain all expended uses when you finish a short or long rest.

\n
\n

CAUSE HARM

\n

As an action, you can expend a use of your Channel the Force to sap the life from a hostile creature you can see within 60 feet. That creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your guardian level + your Charisma modifier (minimum of one), or half as much on a successful one.

\n

LEND AID

\n

As a bonus action, you can expend a use of your Channel the Force and touch a beast or humanoid within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of one). Alternatively, if the beast or humanoid is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n
","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"eDuhGAzyp5GtSQ1h","name":"Potent Mixtures","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, when you cast a tech power of 1st-level or higher that grants temporary hit points, or deals acid or poison damage, you add your Intelligence modifier (a minimum of +1) to the roll.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"eVSjRR9ibtm6kDfT","name":"Furious Throw","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, your throwing techniques have become a perfect extension of your melee prowess. You may count your thrown weapon attacks as if they were melee weapon attacks for the purposes of your class features and feats, such as your Berserker Rage and Reckless Attack abilities.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"eWbTifdXJvvXT4CV","name":"Relentless Rage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

\n

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"eXjxkCg9Iqs5KekN","name":"Maniacal Rage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, while raging, when you make a Charisma (Intimidation) check, or a creature makes a Wisdom saving throw to avoid being frightened of you, you add your Strength modifier to the check or save DC, as appropriate.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"efOA0nrvUqKJOOeP","name":"Slythmonger Savvy","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, you gain proficiency in your choice of brewer’s kit or spicer’s kit. Additionally, you have advantage on saving throws to avoid the low or addiction to substances. Lastly, you can consume substances as a bonus action, and when you do so, you can also enter a rage as a part of this same bonus action.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ejRFTWGKdTdtU1gH","name":"Remarkable Athlete","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"f1XeMafaqejD02MW","name":"Tech Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, your mastery of technology is unrivaled. Your Constitution and Intelligence scores increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"f9JvCohVnIKR3kXb","name":"My Little Friend Says Hello There","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you know how to use the sheer size of your weapon to strike fear in those around you. You can add your Strength modifier to any Charisma (Intimidation) check you make while wielding a weapon with the heavy or strength properties that doesn’t already include that modifier.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"fFKNqUAWh0ZOhvRc","name":"Indomitable Might","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"fJOMvX0p6D3Uklrr","name":"Master of the Unorthodox","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you’ve mastered the unity between blaster and blade. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"fWurALtwA2SByaXb","name":"Sharpen the Blade","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, you gain the ability to augment your weapons further with your focus. As a bonus action, you can expend up to 3 focus points to grant one Echani weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on an enhanced weapon that already has a bonus to attack and damage rolls.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":3},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"fobWSSCWmjZ6Fjg9","name":"Form Basics (Ysannanite)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Ysannanite lightsaber form. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"g1UHScqDJ7djuTcg","name":"Projected Barrier","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, as a bonus action while wearing your gadgeteer harness, you can expend a use of your Potent Aptitude to project a barrier on a friendly creature you can see within 30 feet. A creature can only have one barrier active at a time.

\n

ENVIRONMENTAL BARRIER

\n

You project an environmental barrier that lasts until the end of your next short or long rest. The barrier has a number of hit points equal to the amount rolled on your Potent Aptitude die + your engineer level. Whenever a creature with this barrier takes damage (one of acid, cold, fire, force, lightning, necrotic, poison, psychic, or sonic, chosen by you when you activate the effect), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature takes any remaining damage.

\n

PHYSICAL BARRIER

\n

You project a physical barrier that lasts until the end of your next short or long rest. The barrier has a number of hit points equal to the amount rolled on your Potent Aptitude die + half your engineer level (rounded down). Whenever a creature with this barrier takes damage (one of energy, ion, or kinetic, chosen by you when you activate the effect), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature takes any remaining damage.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"g1r7gEz0DT78nTIf","name":"Master of Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, your presence on the field of battle is an inspiration to your allies. Your Constitution and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"gSGeitc98ItAwhfF","name":"One with the Force","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, your attunement to the Force is absolute. Your Wisdom or Charisma score increases by 4, and your maximum for this score increases by 4. Additionally, you gain mastery over a single force power, and can cast it with little effort. Choose one 3rd-level force power that you know as your signature power. You can cast it once at 3rd level without expending force points. When you do so, you can't do so again until you finish a short or long rest. If you want to cast it at a higher level, you must expend force points as normal.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"gYcsvSxo8CDpcCEK","name":"Explosive Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, once per round, when you deal damage that includes your rage damage, you can cause a localized explosion around the recipient of that damage. Each creature within 5 feet of the damaged creature other than you takes acid, cold, fire, ion, or lightning damage (your choice) equal to your rage damage bonus, and you gain resistance to the chosen damage type until the end of your next turn.

\n

You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you complete a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Focused Augmentation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, you add your Intelligence modifier to Constitution saving throws you make to maintain concentration.

\n

Additionally, when you cast a power that requires concentration and would affect only one target, you can target an additional creature with that power.

","chat":"","unidentified":""},"source":"EC","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"gm0iK2pPXSGQbJx4"} +{"_id":"gnRErzmAIMcmICTM","name":"Ever-Ready Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, your enhanced ammunition is available whenever battle starts. If you roll initiative and have no uses of Special Ammunition remaining, you regain one use of it.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"go2e9gqD5AnLGKMK","name":"Armormech's Celerity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you take the Attack action or use your action to a cast a tech power of 1st-level or higher, you can make one weapon attack as a bonus action.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"h1uDhP1tEOuvjRw6","name":"Dewback's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Choose three damage types. While raging, you have resistance to the chosen damage types.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"h4qwVuxZNtdOiH75","name":"Channel the Force (Ataru)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain the following Channel the Force option.

\n
\n

RETREATING LEAP

\n

When a creature makes a melee attack roll against you, you can expend a use of your Channel the Force and your reaction to jump 10 feet in a direction of your choice, imposing disadvantage on the roll. This movement does not provoke opportunity attacks. You can wait until after the attack roll is made, but before the DM determines whether the attack hits.

\n
","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"h8JMyCjhTP4Lny10","name":"Cleansing Touch","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 14th level, you can use your action and expend a use of your Channel the Force ability to end one force power on yourself or on one willing creature that you touch.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hAfAtfT6c40rpSoE","name":"Forcecasting (Fighter: Adept)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Adept Specialist Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your fighter level, as shown in the Force Points column of the Adept Specialist Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Adept Specialist Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus +your forcecasting ability modifier

\n

 

\n

THE ADEPT SPECIALIST

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Overclock Body","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, you've learned to use your body as a conduit for your tech powers. When you cast a tech power, you can choose to pay up to half the cost of the tech power using your hit points instead of your tech points. When you do so, your maximum hit points are reduced by the same amount. This effect is cumulative, and it lasts until you complete a long rest.

","chat":"","unidentified":""},"source":"EC","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"hCb9yeW3WppnYUA3"} +{"_id":"hGvWvw1M1Gf6OvQv","name":"Coordinated Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, when you take the Attack action, if your companion can see you, it can use its reaction to make a weapon attack against the same creature.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hMiA075EKBBOL2cv","name":"Berserker Instincts","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Also at 2nd level, you've honed two instincts, as detailed below. You hone an additional instinct at 7th, 13th, and 17th level.

\n
\n

BERSERKER INSTINCTS

\n

The instincts are presented in alphabetical order. If an instinct has prerequisites, you must meet them to learn it. You can learn an instinct at the same time you meet its prerequisites.

\n
\n
\n

ACKLAY’S INSTINCT

\n

While raging, you have advantage on Constitution saving throws.

\n
\n

BANTHA’S INSTINCT

\n

Prerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

\n
\n

BLURRG’S INSTINCT

\n

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated.

\n
\n

BOGGDO’S INSTINCT

\n

Prerequisite: 13th level
While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

\n
\n

CHIRODACTYL’S INSTINCT

\n

Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren’t deafened.

\n
\n

DEWBACK’S INSTINCT

\n

Choose three damage types. While raging, you have resistance to the chosen damage types.

\n
\n

FIGHTER’S INSTINCT

\n

You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n
\n

FYRNOCK’S INSTINCT

\n

While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n
\n

HAWK’S INSTINCT

\n

Prerequisite: 7th level
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

\n
\n

KATARN’S INSTINCT

\n

You gain a climbing speed equal to your movement speed.

\n
\n

LOTH-CAT’S INSTINCT

\n

While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can take the Dash action as a bonus action on your turn.

\n
\n

PREDATOR’S INSTINCT

\n

Your speed increases by 10 feet.

\n
\n

RANCOR’S INSTINCT

\n

Prerequisite: 13th level
While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

\n
\n

TACTICIAN’S INSTINCT

\n

When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

\n
\n

TRACKER’S INSTINCT

\n

Prerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

\n
\n

TERENTATEK’S INSTINCT

\n

Prerequisite: 13th level
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

\n
\n

VARACTYL’S INSTINCT

\n

Prerequisite: 13th level
While raging, you have advantage Dexterity checks, your attack rolls can’t suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

\n
","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hPn1UOSEPn94LbGV","name":"Sapping Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, when you reduce a hostile creature to 0 hit points while Saber Storm is active, you gain temporary force points equal to your Wisdom or Charisma modifier (your choice, minimum of one). These temporary force points can not exceed your Wisdom or Charisma modifier (your choice), and when you would spend a force point while you have temporary force points, the temporary force points are spent first. When Saber Storm ends, you lose any remaining temporary force points.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hWwTW7oKFDE41JWj","name":"Ranger's Quarry","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 1st level, you learn how to effectively read and track your prey. Once on each of your turns, you can choose a creature you can see within 120 feet and mark it as your quarry (no action required). For the next hour, you gain the following benefits:

\n\n

You can only have one creature marked in this way at a time. Beginning at 5th level, you can use your reaction to mark a creature when it enters your line of sight, provided it is within range of your Ranger’s Quarry.

\n

The duration increases to 8 hours at 9th level and 24 hours at 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"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"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hYDyNw2x54iCf0nL","name":"Improved Force-Empowered Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 11th level, you are so in tune with the Force that all your melee weapon strikes carry the power of the Force with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Strikes with an attack, you add this damage to the extra damage of your Force-Empowered Strikes. The damage is the same type as the weapon’s damage.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"havX5d7ZZfqzntdn","name":"Conflux","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you use your Force Deflection feature, you can cause a ripple in the Force to expand from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your consular level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":3,"width":null,"units":"","type":"enemy"},"range":{"value":60,"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":[["7","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hwww57Bl4DAqvd5q","name":"Relentless Assault","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, you’re able to charge in unerring bursts. As an action, you can charge up to twice your speed in a straight line without provoking opportunity attacks. Each creature within 5 feet of your path must make a Strength or Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier, the target chooses the ability they use use). On a failed save, a creature takes damage equal to your Strength modifier + your Rage Bonus and is pushed back 5 feet in a direction of your choice. Creatures smaller than you make this save with disadvantage. When you end this movement, if a creature is within 5 feet of you, you can make one melee weapon attack (no action required). On a hit, the creature takes additional damage equal to your berserker level.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"i9MqOOs7XcSj6gn3","name":"The Way of the Ysalamiri","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can enter an offensive stance for one minute. While in this stance, you add your Wisdom or Charisma modifier (your choice) to the first melee weapon attack and damage rolls you make each turn.

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iAXtCCtwP3ecc8OF","name":"Potent Lightning","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level you add your Wisdom or Charisma modifier (your choice, a minimum of +1) to any damage you deal with force powers that deal lightning damage that don’t already include that modifier.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iEBfiKgSzaepLBZO","name":"Channel the Force (Sokan)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain the following Channel the Force option.

\n
\n

HIGH GROUND DEFENSE

\n

When an opponent within 5 feet of you makes a melee attack against you, you can use your reaction and expend a use of your Channel the Force to move to another space within 5 feet of that creature without provoking opportunity attacks, imposing disadvantage on the roll. If the attack misses, you can attempt to shove the creature up to 10 feet away from you as a part of that same reaction.

\n
","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iYeeOLaQtoosQjZ1","name":"Unrelenting Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you use your Boundless Vitality feature while concentrating on a force power, you can add the result of the roll to the Constitution saving throw made to maintain concentration.

\n

Additionally, when you are reduced to 0 hit points but not killed outright while Upheld by the Force is active, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iaedYkfIIcYQCCOZ","name":"Born to the Saddle","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

\n

Finally, mounting or dismounting a creature or vehicle costs you only 5 feet of movement, rather than half your speed.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iezmgPTeM1wL1JCR","name":"Form Basics (Makashi)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Makashi lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iiae3ARlngOX8BvF","name":"Tutaminis Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, when you use a Force-Empowered Casting option, you can spend a power surge to use it without spending additional force points.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"im5At63Kt4o7Ea2B","name":"Channel the Force (Ysannanite)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain the following Channel the Force option.

\n
\n

FORCE-EMPOWERED SHOTS

\n

Once per turn, when you hit a creature with a ranged weapon attack, you can expend a use of your Channel the Force and expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

\n
","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"j9tueB66NHAi9XRK","name":"Stand Against the Tide","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, when a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","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":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"jCEl3lIz7FBJMAMa","name":"Vigilant Sentinel","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, when you attempt to perceive your surroundings on your turn, you can opt to not move on that turn. If you avoid moving, you gain a +10 bonus to your Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"jErJEyCSWwZLuPgl","name":"Mechu-Deru Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"jKYj9wLY1UMLTvYG","name":"Droid Defense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, while your droid can see you, it has advantage on all saving throws.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"jXtDOdvSBQHnodmF","name":"Ferocious Charger","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"jepI5WREQw8jlEtg","name":"Form Basics (Soresu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Soresu lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"jjkfkR3y4ZzLvhRc","name":"Stroke of Luck","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you have an uncanny knack for succeeding when you need to. Your Dexterity and Intelligence scores increase by 2. Your maximum for those scores increases by 2. Additionally, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

\n

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"k6PmkEsEbxKy6xAs","name":"Focus","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 2nd level, your training allows you to harness the mystic energy of focus. Your access to this energy is represented by a number of focus points. Your monk level determines the number of points you have, as shown in the Focus Points column of the monk table.

\n

You can spend these points to fuel various focus features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more focus features as you gain levels in this class.

\n

When you spend a focus point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended focus back into yourself. You must spend at least 30 minutes of the rest meditating to regain your focus points.

\n

You use your choice of Wisdom or Charisma for your focus ability. You use the chosen ability modifier whenever a feature refers to your focus ability. Additionally, you use the chosen ability modifier when making an attack with a focus feature or setting the saving throw DC for one.

\n
\n

Focus save DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n
\n

Focus attack modifier = your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n
\n
\n

FLURRY OF BLOWS

\n

When you make your Martial Arts bonus action unarmed strike, you can spend 1 focus point to make an additional unarmed strike (no action required). At 11th level, you can instead spend 2 focus points to make two additional unarmed strikes.

\n
\n

PATIENT DEFENSE

\n

When you use your bonus action to Disengage, you can spend 1 focus point to also Dodge (no action required). At 11th level, you can instead spend 2 focus points to Dodge and gain an additional reaction until the start of your next turn. You can only take one reaction per turn.

\n
\n

STEP OF THE WIND

\n

When you use your bonus action to Dash, you can spend 1 focus point to double your jump distance for the turn. At 11th level, you can instead spend 2 focus points to gain a flying speed equal to your walking speed until the end of your turn, though you fall if you end your speed in the air and nothing else is holding you aloft.

\n
","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"kHgHQIqjp3X6v93c","name":"Inspiring Surge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"kVQncmFiwUOVc14J","name":"Repulsing Wave","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you are dealt damage by a creature within 5 feet of you, you can use your reaction to deal force damage to the creature equal to your consular level + your Wisdom or Charisma modifier (your choice, minimum of +1). If the attacker is Huge or smaller, it must also make a Strength saving throw against your universal force save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14+1","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"kabmw1OtBRVbkeIK","name":"Force Visions","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this tradition at 3rd level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"kb7C9eq9tnRGKw98","name":"Channel the Force (Trakata)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain the following Channel the Force option.

\n
\n

UNBALANCING BLOCK

\n

When you are hit with a melee weapon attack, and you are wielding a lightweapon with which you are proficient, you can use your reaction and expend a use of your Channel the Force to add your Wisdom or Charisma modifier (your choice, minimum of +1) to your AC for that attack, potentially causing the attack to miss you.

\n
","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ktNY0EzlYaTBkNs1","name":"Enforcer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you would make an unarmed strike or attack with an improvised weapon with advantage, you can choose to forgo the advantage. If you do so, your critical hit range increases by 1 for that attack, and on a hit, you deal maximum damage instead of rolling.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"kzwSN9SabKgWZZvU","name":"Danger Sense","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

At 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

\n

You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can't be blinded, deafened, or incapacitated.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"lKdZc6xD5FCHns3V","name":"Ability Score Improvement (Fighter)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"liI3fHP0qjCq0N5X","name":"Combat Superiority","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

MANEUVERS

\n

You learn two maneuvers of your choice, which are detailed under “Maneuvers” below, and you earn more at higher levels, as shown in the Maneuvers Known column of the fighter table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

\n

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

SUPERIORITY DICE

\n

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the fighter table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

\n

SAVING THROWS

\n

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n
\n

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

\n
\n

MANEUVERS

\n

The maneuvers are presented in alphabetical order.

\n
\n
\n

COMMANDER’S STRIKE

\n

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

\n
\n

DISARMING ATTACK

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

\n
\n

DISTRACTING STRIKE

\n

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

\n
\n

EVASIVE FOOTWORK

\n

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

\n
\n

FEINTING ATTACK

\n

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

\n
\n

GOADING ATTACK

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n
\n

LUNGING ATTACK

\n

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

\n
\n

MANEUVERING ATTACK

\n

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you.

\n

That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

\n
\n

MENACING ATTACK

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

\n
\n

PARRY

\n

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

\n
\n

PRECISION ATTACK

\n

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

\n
\n

PUSHING ATTACK

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

\n
\n

RALLY

\n

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

\n
\n

RIPOSTE

\n

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

\n
\n

SWEEPING ATTACK

\n

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

\n
\n

TRIP ATTACK

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

\n
","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"lmeny3CW1A6YZ9KH","name":"Mastery of Death","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, when you are reduced to 0 hit points, you can expend 1 focus point (no action required) to have 1 hit point instead.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"lodf5wG7aGu4dWW0","name":"Improved Suppression","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you cast a force power that requires you to make an ability check as a part of casting that power, such as sever force or force suppression, you add your proficiency bonus to that ability check.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"lzjIEK50kr1cwqUt","name":"Rock Steady","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, you have learned to use the heft of your weapon to root yourself in place. At the end of each of your turns, if you move less than half your speed while wielding a weapon with the heavy or strength properties, you have advantage on saving throws to avoid being restrained, moved, or knocked prone. This advantage lasts until the end of your next turn.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"m15815dwhOhsvV9M","name":"Greater Inspiring Surge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you can choose two allies within 60 feet of you, rather than one, when you using your Inspiring Surge feature.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"mBAKzGlZCTBHXE9K","name":"Totemic Might","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can channel the power of your Force awareness temporarily. As a bonus action, you can gain the following benefits for 1 minute. You can invoke a totem as a part of this same bonus action.

\n\n

This effect ends early if you are incapacitated or die. You can use this feature twice. You regain all expended uses of it when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"mL3FpyONz4Ota9J8","name":"One With Darkness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a power, or are in an area of bright light.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"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"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"mNXuHAozg3qRMjRW","name":"Foe Slayer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you become an unparalleled hunter. Your Strength or Dexterity score increases by 2, and your Intelligence score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"mUQpy94CIAOkbxC1","name":"Survivor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half your hit points left. You don’t gain this benefit if you have 0 hit points.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":"Start of your turn, HP is greater than 0 and half or less MaxHP"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5+@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"mY6mOTYRUXAGEfaE","name":"Fling People","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, you learn to throw creatures as easily as you throw your weapons. When you successfully grapple a creature, you may immediately throw the creature:

\n

THROW FRIEND

\n

If the creature is a willing ally and volunteers to be grappled, you throw the target into any unoccupied space within 60 feet. That creature may immediately use its reaction to make one melee weapon attack, adding your Strength modifier to the attack’s damage roll.

\n

THROW FOE

\n

If the creature is an opponent, you throw the target into any unoccupied space within 30 feet, where it takes damage equal to your Strength modifier and falls prone.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"mYAWcD7bouvWCW5d","name":"Interconnectedness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you cast a 5th level or lower force power that deals damage or restores hit points and targets only one creature, the power can instead target two creatures within range and within 5 feet of each other.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"n1nSwzit7F7yg7dh","name":"Potent Techcasting","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, when you miss with a tech attack roll, or a creature succeeds on a saving throw against a tech power you cast, you can expend one use of your Potent Aptitude to overwhelm them. Roll the die, and either add it to the attack roll or subtract it from their saving throw.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"nAhvOtXjT3qlVXzp","name":"Bulwark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren’t incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"nM3c4otxIdL30PoV","name":"Channel the Force (Juyo/Vapaad)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain one of the following Channel the Force options. Choose Snap Aggression for Juyo or Assertive Defense for Vapaad.

\n
\n

SNAP AGGRESSION

\n

If you are surprised at the start of combat and aren’t incapacitated, you can expend a use of your Channel the Force to act normally on your first turn.

\n
\n

ASSERTIVE DEFENSE

\n

When you reduce the damage dealt by a force power to 0 using the saber reflect power, and you’re wielding a lightweapon or vibroweapon, you can expend a use of your Channel the Force to reflect the attack at a target within range, regardless of what type the damage is.

\n
","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"nT6AfpQXSZ4IeChO","name":"Freedom Through Slavery","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, while you are raging or experiencing the high of a substance, you have advantage on saving throws that would force you to act against your will, be frightened, or prevent you from attacking a creature. If you are both raging and experiencing the high of a substance, you are instead immune to effects that would force you to act against your will or would prevent you from attacking a creature.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"nal6YefqnoMzxubD","name":"Returning Attacks","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, any weapon you throw can ricochet back to you at your command. When you make a thrown weapon attack, you may have the weapon fly back to your hand immediately after the attack.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ne50wp4wQ8CIDccd","name":"Manipulate Life Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this tradition at 3rd level, when you reduce a hostile creature to 0 hit points with a force power, or restore hit points to a creature with 0 hit points with a force power, you gain temporary hit points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"nov1Wc7APmyVdzJ4","name":"Combat Tech","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you use your action to cast a tech power, you can make one weapon attack as a bonus action.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"nyjlNDLKGtETTzDY","name":"Form Basics (Niman)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Niman lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"o3GycrtP08UoO2s0","name":"Scattering Stance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, when you take the Dodge action, until the start of your next turn you gain a number of special reactions equal to your proficiency bonus that you can only use for your Intercept feature. You can only take one reaction per turn.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"o8xQO9rBLDUXqoq3","name":"Phasestorm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, you can use your action to dart across the battlefield, striking up to six such creatures that you can see within 30 feet. You immediately move to each creature in succession without provoking opportunity attacks, after which you return to the space in which you started. Each creature must make a Dexterity saving throw (DC = 8 + your bonus to attacks with your weapon). A creature takes normal weapon damage on a failed save, or half as much damage on a successful one. If you are wielding separate weapons in each hand with which you are proficient, a creature makes this save with disadvantage, and takes additional damage equal to your Wisdom or Charisma modifier (your choice, minimum of one) on a failed save if the damage doesn’t already include that modifier.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":6,"width":null,"units":"","type":"enemy"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"flat"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"oSSRYaeVsdcZQ5KW","name":"Intimidating Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

\n

If the creature succeeds on its saving throw, it becomes immune to this feature for 24 hours.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"oVrxpyekQy3Wnito","name":"Experimental Overrides","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, you gain a modicum of control over your surges. Whenever you roll on the Unstable Engineering Surge table and use one of your overrides, you can choose either total.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"oYss1VOh4MUYVx09","name":"Superior Droid Defense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, whenever an attacker that your droid can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"oiT3TJxzRWPKAX9E","name":"Bantha's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"orh1WLvpakTpsitA","name":"Expertise (Scholar)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 3rd level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ow8lboCU7nSy3dyd","name":"Supreme Healing","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, when you would normally roll one or more dice to restore hit points with a power, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"p1EP6FF3RmWNr44d","name":"Calm Within the Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, the precision with which you act during your rage causes you to become a storm of reactive lethality. When you use your Reckless Attack feature, you can make a number of opportunity attacks equal to your proficiency bonus without using your reaction, and when a creature within 5 feet of you misses you with an attack, you can use your reaction to make a melee weapon attack using Dexterity against that creature. You can only take one reaction per turn.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"pMEmIt3NWThbee8k","name":"Feral Impulse","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

Additionally, if you are surprised at the start of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"pNxTO7UhVKYIbDkz","name":"Stop Hitting Eachother","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, you can grapple creatures two sizes larger than you, instead of one.

\n

Additionally, you can use creatures you have grappled that are at least one size smaller than you as improvised weapons. When you do so, when you hit with an attack using a creature as a weapon, it takes damage equal to your Strength modifier. While raging, you can instead use creatures your size or smaller as improvised weapons.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"pW0ObQnHARhqg4V0","name":"Scout Routine","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 3rd level, you’ve developed one routine, as detailed below. You develop an additional routine at 7th and 15th level.

\n
\n

SCOUT ROUTINES

\n

The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.

\n

At 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet.

\n

ADAPTABILITY ROUTINE

\n

At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

MAVEN’S ROUTINE

\n

At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

MESMER’S ROUTINE

\n

At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

NOMAD’S ROUTINE

\n

At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

RESPONDER’S ROUTINE

\n

When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

\n

SHARPSHOOTER’S ROUTINE

\n

At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

\n

STRIDER’S ROUTINE

\n

At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

WARDEN’S ROUTINE

\n

At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"pWu7ql7UFckNjgmK","name":"Subtle Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you’ve learned how to weave the Force around you in a cloak of your choice. As an action, you can focus the Force for 10 minutes. For the duration, you gain your choice of one of the following effects.

\n

You can use each feature once. You regain all expended uses when you complete a long rest.

\n
\n

CLOAK OF FRIGHT

\n

Each creature of your choice that is within 60 feet must succeed on a Wisdom saving throw against your universal force save DC 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.

\n
\n

CLOAK OF INVISIBILITY

\n

You and everything you are wearing or carrying become invisible to creatures of your choice. If you damage a creature or affect it with a force power, it can make a Wisdom saving throw against your universal force save DC. On a success, you are no longer invisible to that creature.

\n
\n

CLOAK OF MEMORY

\n

Creatures that see you or any allies within 30 feet of you during this time cannot recall your physical appearances, your mannerisms, or any other identifying features.

\n

Creatures that interact with you must make a Wisdom saving throw against your universal force save DC once the interaction ends. You can choose to exclude a creature from this effect. On a failed save, the creature forgets all details of the interaction, rationalizing any of its outcomes.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"pd9SrIEnZ04Ihwtw","name":"Force-Empowered Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"pn1DjMFXPNTfFIME","name":"Shielded Thoughts","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"pnIrrDmqB5GosVJC","name":"Led by the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 1st level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"pq8vFXNw4RsrMQd2","name":"Relentless Assault (Berserker: Juggernaut)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, you’re able to charge in unerring bursts. As an action, you can charge up to twice your speed in a straight line without provoking opportunity attacks. Each creature within 5 feet of your path must make a Strength or Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier, the target chooses the ability they use use). On a failed save, a creature takes damage equal to your Strength modifier + your Rage Bonus and is pushed back 5 feet in a direction of your choice. Creatures smaller than you make this save with disadvantage. When you end this movement, if a creature is within 5 feet of you, you can make one melee weapon attack (no action required). On a hit, the creature takes additional damage equal to your berserker level.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"prxRkZuc0ZzVhJxt","name":"Whirlwind Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, you can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","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":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"qEB0qRRtzWUeHji7","name":"Glancing Blow","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"qFyuZ0kIXxJoacCW","name":"Force Resonance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, once per round, when you hit a creature with your modified lightsaber, you can expend one use of your Potent Aptitude to deal an extra 2d6 damage to that target. The damage is the same type as your modified lightsaber’s damage.

\n

The damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 11th level, and 8d6 at 17th level.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"qNNFQgODkmI77xfE","name":"Techcasting (Fighter: Shield)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

TECH POWERS KNOWN

\n

You learn 3 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Shield Specialist Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

TECH POINTS

\n

You have a number of tech points equal to half your fighter level (rounded up), as shown in the Tech Points column of the Shield Specialist Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

MAX POWER LEVEL

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Shield Specialist Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

TECHCASTING ABILITY

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n
\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n
\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n
\n

TECHCASTING FOCUS

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n

 

\n

THE SHIELD SPECIALIST

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th
","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"qT7NSLR6mY5yk2xc","name":"Savage Diplomat","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Your path necessitates that you build relationships with others, for the betterment of your tribe or yourself.

\n

When you choose this approach at 3rd level, you gain proficiency in one of the following skills of your choice: Persuasion or Intimidation. You can choose to learn one language in place of the skill proficiency.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"qWV5YogZcpZ3Y3xj","name":"Chirodactyl's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren't deafened.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"qrAYa9BeKBamaauT","name":"Luck of the Fool","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 focus points to instead have advantage for that roll.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"r3JUIhug7HSPicod","name":"Mystical Erudition","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning when you choose this order at 3rd level, you’ve undergone extensive training in lore from the Jal Shey’s collected knowledge. You learn one language of your choice, and you gain proficiency in your choice of Lore, Medicine, Nature, or Technology. You learn an additional language and an additional skill proficiency from the above list at 11th level.

\n
\n

Additionally, you can strike multiple pressure points to extract crucial details about your foe. Whenever you hit a creature with an unarmed strike, you can learn learn certain information about its capabilities. The GM tells you if the creature has one of the following characteristics of your choice:

\n","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"rPOLy96fW96N2UPg","name":"Rage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 1st level, in battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action, if you aren't wearing heavy armor.

\n

While raging, you gain the following benefits:

\n\n

If you are able to cast powers, you can't cast them or concentrate on them while raging.

\n

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

\n

Once you have raged the number of times shown for your berserker level in the Rages column of the Berserker table, you must finish a long rest before you can rage again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"recharge":{"value":null,"charged":false}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ra5ZfIpyUpOuRd3A","name":"Mindless Rage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"raPAMeGzpxc3NrXj","name":"Multitasker","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 5th level, you can take a second reaction each round. You can only take one reaction per turn.

\n

Additionally, when a friendly creature you can see that can hear you is forced to make a saving throw, you can use your reaction to target them with your Critical Analysis feature.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"rcdavmTFmTdnKHww","name":"Guardian Spirit","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, you learn to invoke your totems to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature’s AC against that attack. The bonus equals 1 + your Wisdom or Charisma modifier (your choice, minimum of +2).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","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":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"rg7zEbgvpGalvpQC","name":"Fury","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, you gain one of the following features.

\n

Choose Relentless for Juyo or Punishing Charge for Vapaad.

\n
\n

RELENTLESS

\n

You have advantage on initiative checks, and gain a 10 foot bonus to your speed on your first turn of combat.

\n
\n

PUNISHING CHARGE

\n

When a hostile creature you can see or hear within 30 feet of you casts a force power, you can use your reaction to move up half your speed. You must end this move closer to the enemy than you started. If you end this movement within 5 feet of the creature, and the triggering force power required a ranged attack roll, they have disadvantage on the roll.

\n
","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"rkooXE8vPLT1zs0j","name":"Double Swing","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, once on each of your turns when you miss with an attack while raging, you can immediately make a melee attack with the weapon in your other hand.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"rtq7PyIfmJQ0lGX9","name":"Mighty Blast","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, your force powers batter and blast your enemies with the strength of a hurricane. When you cast a force power of 1st level or higher that deals force or kinetic damage, one creature of your choice damaged by that power must make a Strength saving throw against your universal force save DC or be knocked prone.

\n

This feature can affect additional creatures when you reach higher levels: two creatures at 11th level and three creatures at 17th level.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"rwlSmbnx9YtbWOI8","name":"Rising Whirlwind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, as an action, you can rush forward up to 30 feet to an unoccupied space you can see without provoking opportunity attacks. Each creature within 5 feet of your path must make a Dexterity saving throw (DC = 8 + your bonus to attacks with your weapon). A creature takes normal weapon damage on a failed save, or half as much on a successful one. If you are wielding separate two light- or vibro-weapons in each hand with which you are proficient, or a weapon with the double property, a creature makes this save with disadvantage, and takes additional damage equal to your Strength or Dexterity modifier (your choice, minimum of one) on a failed save if it doesn’t already include that modifier.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ryOcrJD1zMIca1s6","name":"Fists of Fury","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, you’ve learned to hone your rage through your fists. Your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"s0Bf6Sv2exQNH7vK","name":"Unlimited Power","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, you can increase the power of your simpler lightning force powers. When you cast a force power of 6th-level or lower that deals lightning damage, you can deal maximum damage with that power.

\n

You can use this feature with no adverse effects a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). If you use this feature beyond this before you finish a long rest, you take 2d12 necrotic damage for each level of the power, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per power level increases by 1d12. This damage can not be reduced in any way.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"s3zxpmEoABHG6fJN","name":"Darkness Charges","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning when you choose this order at 3rd level, you learn to create a number of small charges that create enhanced darkness. Over the course of a short or long rest, you can create a number of charges equal to your Wisdom or Charisma modifier (your choice). Your charges can only be used by you, and they lose their potency at the end of your next short or long rest.

\n

Once per turn, when you would make a weapon attack or unarmed strike, you can instead throw one of your charges. Your charges have a range equal to 30 feet + your Strength modifier x 5. You can throw a device at a point you can see within range. The charges create a pocket of darkness in a 10-foot radius sphere centered on that point. The darkness spreads around corners. It lasts for 1 minute or until an enhanced source of brigiht light dispells it.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"s9N0SbnOiNitLT5W","name":"Clarity of Vision","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Force Visions feature, rather than two.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"sDqQ6apF5bfbS6GS","name":"Bonus Proficiencies (Engineer: Astrotech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level, you gain proficiency in astrotech’s implements. Additionally, when you engage in crafting with astrotech’s implements, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"sMap3pJ2eaRKjLhs","name":"Dervish","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, when you score a critical hit with a melee weapon attack, you regain a use of your Adaptive Fighting, to a maximum of your Strength or Dexterity modifier (your choice, minimum of one).

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"sQ9c8Bnuj93ozEPr","name":"Force Shield","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 2nd level, you learn how to defend yourself purely through your strength with the Force. When you are hit by an attack, you can use your reaction to shroud yourself in Force energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice, a minimum of +1). This includes the triggering attack.

\n

You can use this feature twice. You gain an additional use at 5th, 11th, and 17th level in this class. You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"sUs6idlxKXYU4ba6","name":"Force Deflection","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 3rd level, when you fail a saving throw, you can use your reaction to gain a +4 bonus to that saving throw.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"sbYfAu9t8TUNR5hp","name":"Overwhelming Cleave","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, when you successfully push a creature into a surface or another creature while raging, the pushed creature takes kinetic damage equal to your Rage Damage. Additionally, the first time you hit with a melee weapon attack using Strength each turn, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength modifier. The damage is of the same type dealt by the original attack.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"sfEr8ZBFVddlfLeF","name":"Varactyl's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 13th level
While raging, you have advantage Dexterity checks, your attack rolls can't suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"sgJdISZMtwv08WPJ","name":"Katarn's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

You gain a climbing speed equal to your movement speed.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"snqkp9af24pxhQcv","name":"Critical Analysis","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 1st level, you are able to analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your turn, you can analyze a target you can see within 60 feet of you. For the next minute, or until you analyze another target, you gain the following benefits:

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"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"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"szBvqoou8yziMCmN","name":"Uncanny Dodge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 5th level, when an attacker that you can see deals damage to you with an attack, you can use your reaction to halve the attack’s damage against you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","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":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Modified Self","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you’ve learned to make modifications to your body, cybernetically augmenting yourself. Over the course of a long rest, you can modify yourself with cybernetic augmentations. You must have biotech's tools in order to perform this modification.

\n

While you have at least one cybernetic augmentation installed, your body counts as a tech focus for your tech powers. Additionally, you have 4 modification slots, and you gain more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

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Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

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Biotech Modifications

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If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

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Active Camouflage Core

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Prerequisite: 13th level

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As an action, you can activate this augmentation to cast the infiltrate tech power targeting yourself. Intelligence is your tech casting ability for this power, and if you cast it using this augmentation, it does not require concentration.

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Anti-Dazzle Ocular Implant

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This augmentation replaces your eyes.

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You are immune to the blinded condition, and you can enable or disable your ability to see anytime. Additionally, your eyes are equipped with a holorecorder device. You can perfectly recall anything you've sees in the last 7 days.

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Auto-Defibrillator

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Prerequisite: 5th level

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Prerequisite: Hardy Torso Prothesis

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The Constitution score of your Hardy Torso Prosthesis increases by 2. Additionally, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. <h3

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This augmentation replaces an arm.

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When you make an ability check, attack roll, or saving throw using Strength using only this arm, your Strength score is treated as 15. When you make an ability check, attack roll, or saving throw using Strength using more than just this arm, you take the average of the arm's Strength score and your own.

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You can choose this modification multiple times.

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Celerity Leg Prosthesis

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This augmentation replaces both legs.

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When determining your bonus to AC and saving throws from Dexterity, your Dexterity score is treated as 15. Additionally, you can substitute this score for your own whenever you make an ability check or attack roll that uses your legs. If your Dexterity score is already equal to or greater than 15, it has no effect on you.

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Detachable Eye

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This augmentation replaces an eye.

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As an action, you can remove or replace this eye. While removed, the eye sprouts eight small legs, has a speed of 15 feet, an AC of 10, and 1 hit point As an action on each of your turns, you can move the eye up to its speed as long as it is within 30 feet of you. You can see through both the detached eye and your remaining eye at the same time, or you can use your action to see through only one eye or the other.

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You can choose this modification multiple times.

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Detachable Hand

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This augmentation replaces a hand.

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As an action, you can attach or detach this hand. While detached, the hand has a speed of 15 feet, an AC of 10, and 1 hit point. As an action on each of your turns, you can control the hand as long as it is within 30 feet of you. 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 container. You can move the hand up to its speed each time you use it

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You can choose this modification multiple times.

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Frailcasting Inhibitor

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Prerequisite: 5th level

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While using your body as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Strength or Constitution saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

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Hardy Torso Prosthesis

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This augmentation replaces your torso.

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Your Constitution score becomes 13. If your Constitution score is already equal to or greater than 13, it has no effect on you. Additionally, you have advantage on saving throws against poison.

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Harpoon Hand

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This augmentation replaces a hand.

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You modify your hand, granting it the ability to transform into a harpoon. With this hand, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

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A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.

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While the harpoon is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is larger than you. A creature or object your size or smaller is pulled to you. Alternatively, you can opt to release the cable (no action required).

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Once you've used this feature, you can’t use your hand again until you recover and reinsert it as an action.

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You can choose this modification multiple times.

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Integrated Subdermal Armor

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Prerequisite: 5th level

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When you aren't wearing armor, your AC becomes 13 + your Dexterity modifier.

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Iridonian Grav-Lev Hand

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This augmentation replaces a hand.

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Your unarmed strikes with this arm deal 1 d4 ion damage, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift Additionally, you deal double damage to energy-based structures with your unarmed strikes.

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You can choose this modification multiple times.

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Magnetic Forearm Enhancement

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This augmentation replaces a forearm.

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Unarmed strikes with this hand have the reach property.

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You can choose this modification multiple times.

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Mighty Prowess Enabler

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Prerequisite: 5th level

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Prerequisite: Brawny Arm Prothesis

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The Strength score of your Brawny Arm Prosthesis increases by 2. Additionally, you are considered proficient with any weapon you wield with this arm. If the weapon requires two hands to use, and you are not already proficient with it, you only add half your proficiency bonus to attack rolls you make with it, unless you wield it in two of these hands.

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You can choose this modification multiple times.

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Nighthawk Ocular Implant

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This augmentation replaces your eyes.

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You can activate or deactivate this implant as a bonus action. While active, you gain darkvision to a range of 120 feet.

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Powered Harpoon Hand

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Prerequisite: 9th level

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Prerequisite: Harpoon Hand

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While your harpoon hand is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.

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Rendcasting Inhibitor

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Prerequisite: 5th level

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While using your body as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Dexterity or Intelligence saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

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Skills Enhancement Package

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Prerequisite: 13th level

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When you make an ability check using a skill you are proficient in, you can roll a d4 and add the result to your total.

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Sound Dampeners

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This augmentation replaces your ears.

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You are immune to the deafened condition, and you can enable or disable your ability to hear anytime. Additionally, your ears are equipped with a person translator that allows you to understand up to 15 languages different, however, you cannot speak them. The languages can be changed out while interfaced with a protocol droid or appropriate computer.

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Surveillance Implant

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This augmentation replaces your face.

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This implant includes a headcomm with a scrambler that automatically encodes messages sent to a specified recipient commlink or receiver.

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Survival And Surveillance Implant

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Prerequisite: 9th level

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This augmentation replaces your eyes and face.

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This implant contains several tools for long-term survival and reconnaissance. As a bonus action, you can activate one of the below modes that enable you to use several of these tools at once. Activating a different mode deactivates any currently active mode.

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Swift Gait Attuner

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Prerequisite: 5th level

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Prerequisite: Celerity Leg Prothesis

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The Dexterity score of your Celerity Leg Prosthesis increases by 2. Additionally, you gain proficiency in Dexterity saving throws.

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You can choose this modification multiple times.

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Vector Amplifier

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Prerequisite: 5th level

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While using your body as a tech focus, you gain a +1 bonus to melee tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

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Vector Rangefinder

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Prerequisite: 5th level

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While using your body as a tech focus, you gain a +1 bonus to ranged tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

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Voice Synthesizer

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Prerequisite: 5th level

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This augmentation replaces your throat.

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This augmentation allows you to synthesize and perfectly mimic any voice that you have heard in the last month, and the synthesizer can translate verbal communications between up to 5 languages. The languages can be changed out while interfaced with a protocol droid or appropriate computer. Additionally, you can add your Intelligence modifier to any Charisma (Deception) check made to lie to another creature.

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Weapon Integration

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This augmentation replaces a forearm.

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You can integrate a single weapon that weighs no more than 8 lb. into your forearm. While integrated, you can use a bonus action to hide or reveal the weapon, which can only be used while revealed. While hidden, the weapon has the hidden property. While revealed, the weapon has the fixed property.

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You can choose this modification multiple times.

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Withercasting Inhibitor

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Prerequisite: 5th level

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While using your body as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Wisdom or Charisma saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

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","chat":"","unidentified":""},"source":"EC","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"tZiE3SNBeoRftTYD"} +{"_id":"u6LYZxy7ZKsD0LY5","name":"Modified Tinkercannon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to enhance your tinker’s implements with unstable science, modifying them into a harness with a cannon. Over the course of a long rest, you can modify your tinker’s implements to create a tinkercannon. You must have tinker’s implements in order to perform this modification.

\n

Whenever you cast a tech power of 1st level or higher while wielding your tinkercannon, you risk unexpected complications. Your GM can have you roll a d20. If you roll a 1, roll on the Unstable Engineering Surge table to create a random effect.

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Additionally, your tinkercannon come equipped with 4 overrides, and they gain more at higher levels, as shown in the Modification Slots column of the engineer table. Each time you trigger an Unstable Engineering Surge, you can use an override to reroll the percentile dice. You must use the new result, you can only do this once per surge, and each time you do so in excess of your proficiency bonus (resetting on a long rest) your maximum tech points is reduced by 1 until you complete a long rest. You regain all expended overrides when you complete a long rest.

\n
Unstable Engineering Surge
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Result
01-02Roll on this table at the start of each of your turns for 1 minute, ignoring this result on subsequent rolls.
03-04For the next minute, you can see any invisible creature if you have line of sight to it.
05-06A DRK-1 tracker droid appears with 5 feet of you, then disappears 1 minute later.
07-08You cast explosion at 3rd-level centered on yourself without expending tech points.
09-10You cast homing rockets at 5th-level without expending tech points.
11-12Roll a d10. Your height changes by a number of inches equal to the roll: if odd, you shrink; if even, you grow.
13-14You fall asleep standing for 1 minute or until you take damage.
15-16For the next minute, you regain 5 hit points at the start of each of your turns
17-18You grow a long beard made of feathers that remains until you sneeze.
19-20You cast oil slick centered on yourself without expending tech points.
21-22Creatures have disadvantage on the first saving throw they make against you in the next minute.
23-24Your skin turns a vibrant shade of blue. Any effect that ends a curse ends this.
25-26You grow an extra eye, granting advantage on Wisdom (Perception) checks that rely on sight for 1 minute.
27-28For the next minute, all your tech powers with a casting time of 1 action have a casting time of 1 bonus action.
29-30You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32You take 2d10 lightning damage and are shocked for 1 minute.
33-34Maximize the damage of the next damaging tech power you cast within the next minute.
35-36Roll a d10. Your age changes by a number of years equal to the roll: if odd, younger; if even, older.
37-38You start running uncontrollably for 1 minute, moving your entire speed each turn.
39-40You regain 2d10 hit points.
41-42Each creature within 30 feet of you is subjected to the gleaming outline tech power for 1 minute.
43-44For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45-46You are blinded and deafened for 1 minute.
47-48You have disadvantage on the first ability check, attack roll, or saving throw you make each turn for 1 minute.
49-50You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
51-52A shimmering energy barrier grants you a +2 bonus to AC for 1 minute.
53-54You are immune to being intoxicated by alcohol for the next 5d6 days.
55-56Your hair falls out but grows back within 24 hours. If you don’t have hair, you instead grow it for 24 hours.
57-58For 1 minute, any flammable object not worn or carried you touch bursts into flame.
59-60You regain tech points equal to your Intelligence modifier (minimum of one).
61-62For the next minute, you shout whenever you speak.
63-64You cast smoke cloud centered on yourself without expending tech points.
65-66Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
67-68You are frightened by the nearest creature until the end of your next turn.
69-70Each creature within 30 feet of you becomes invisible for 1 minute, or until it attacks or casts a power.
71-72You gain resistance to all damage for the next minute.
73-74A random creature within 60 feet of you becomes poisoned for 1d4 hours.
75-76You emit bright light in a 30-foot radius for 1 minute.
77-78Each creature within 30 feet of you except you gains the benefits of mirror image for 1 minute.
79-80Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
81-82You can take one additional action immediately.
83-84Each creature within 30 feet of you takes 1d10 necrotic damage and you gain hit points equal to the damage.
85-86You cast mirror image without expending tech points.
87-88You are frozen in carbonite and paralyzed for 1 minute or until you take damage.
89-90You turn invisible and can’t make sound for 1 minute, or until you attack or cast a power.
91-92If you die within the next minute, you immediately come back to life as if by the defibrillate power.
93-94Your size increases by one size category for the next minute.
95-96You and all creatures within 30 feet of you gain vulnerability to energy damage for the next minute.
97-98You are surrounded by faint, ethereal music for the next minute.
99-100You regain half your expended tech points.
\n

 

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"u7MxfRLGGRYAy04z","name":"Vigilant Defender","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"uVj65irpjyXXnU6M","name":"Special Ammunition","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn ammunition enhancements that are fueled by amplified shots to unleash special enhanced effects.

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AMMUNITION ENHANCEMENTS

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You know two ammunition enhancements of your choice, which are detailed under “Ammunition Enhancements” below, and you earn more at higher levels. Many ammunition enhancements boost an attack in some way. Once per turn when you fire a shot from a blaster as part of the Attack action, you can apply one of your Ammunition Enhancement options to that shot,

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You gain an additional Ammunition Enhancement option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

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Each time you learn new ammunition enhancements, you can also replace one ammunition enhancement you know with a different one.

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AMPLIFIED SHOTS

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You have two amplified shots, which you use to activate your ammunition enhancements. An amplified shot is expended when you use it. When you fire an amplified shot, your weapon is treated as enhanced for overcoming resistance and immunity to unenhanced attacks and damage. You decide to use the option when the shot hits a creature, unless the option doesn’t involve an attack roll. You regain all of your amplified shots when you finish a short or long rest.

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SAVING THROWS

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Some of your ammunition enhancements require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n
\n

Ammunition save DC = 8 + your proficiency bonus + your Dexterity modifier

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\n

AMMUNITION ENHANCEMENTS

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The ammunition enhancements are presented in alphabetical order.

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\n
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CARBONITE SHOT

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When this shot strikes its target, shards of carbonite wrap around the target. The creature hit by the shot takes an extra 2d6 cold damage, it gains 1 slowed level, and it takes 2d6 kinetic damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the carbonite with a successful Strength (Athletics) check against your Special Ammunition save DC. Otherwise, the carbonite lasts for 1 minute or until you use this option again.

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The cold damage and kinetic damage both increase to 4d6 when you reach 18th level in this class.

\n
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COERCING SHOT

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You enhance your shot with chemicals that confuse the target. The creature hit by the shot takes an extra 2d6 poison damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

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The poison damage increases to 4d6 when you reach 18th level in this class.

\n
\n

EXPLOSIVE SHOT

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You fire a shot set to explode on impact. The shot detonates after your attack. Immediately after the shot hits the creature, the target and all other creatures within 10 feet of it take 2d6 fire damage each.

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The fire damage increases to 4d6 when you reach 18th level in this class.

\n
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HALLUCINOGEN SHOT

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You enhance your shot with hallucinogenic chemicals. The creature hit by the shot takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

\n

The psychic damage increases to 4d6 when you reach 18th level in this class.

\n
\n

PIERCING SHOT

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You enhance your shot with armor-piercing properties. When you use this option, you don’t make an attack roll for the attack. Instead, the shot shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The shot passes through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the shot, plus an extra 1d6 damage of the weapon’s type. On a successful save, a target takes half as much damage.

\n

The extra damage increases to 2d6 when you reach 18th level in this class.

\n
\n

QUELL SHOT

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You fire a shot enhanced with a debilitating poison. The creature hit by the shot takes an extra 2d6 poison damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

\n

The poison damage increases to 4d6 when you reach 18th level in this class.

\n
\n

SEEKING SHOT

\n

You apply a tracing signal to your shot. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The shot flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the shot to travel to the target, the target must make a Dexterity saving throw. Otherwise, the shot disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the shot, plus an extra 1d6 kinetic damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

\n

The kinetic damage increases to 2d6 when you reach 18th level in this class.

\n
","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"uXm28JTQwru6y0tj","name":"Explosive Charge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to create a number of small explosives known as charges. Over the course of a short or long rest, you can create a number of charges equal to your Intelligence modifier. You must have a demolitions kit in order to create these charges. Your charges can only be used by you, and they lose their potency at the end of your next short or long rest.

\n

Once per turn, when you would make a ranged weapon attack, you can instead throw one of your charges. Your charges have a range equal to 30 feet + your Strength modifier x 5. You can throw a charge at a point you can see within range. Each creature within 5 feet must make a Dexterity sav-ing throw (DC = 8 + your proficiency bonus + your Intelligence modifier). A creature takes 2d4 + your Intelligence modifier kinetic damage on a failed save, or half as much on a successful one.

\n

The damage of your charges increases to 3d4 at 7th level and 4d4 at 15th level.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"uiG3g9c7gdpYNrD0","name":"Redirect","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, when you would be affected by a weapon or force power that requires a Dexterity saving throw or attack roll and would affect only you, you can use your reaction to redirect that power to another target within 30 feet. If the weapon or power required a melee or ranged attack, make a melee or ranged force attack against the new target, as appropriate. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your universal force save DC.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","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":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"v4CZJ8LBMl5PYZCO","name":"Fyrnock's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you complete a long rest.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"vLTVWcYw3cnW56OW","name":"Ability Score Improvement (Monk, Operative)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"vjAOfKzmrVFcwYTh","name":"Adaptive Barrier","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, when a creature who has one of your barriers within 30 feet of you that you can see takes damage, and that damage is of a type that could be affected by that barrier, you can use your reaction to grant them resistance to the triggering damage. If that damage is the same type as the barrier’s chosen damage, you instead grant them immunity. Whether resistance or immunity, the barrier immediately drops to 0 hit points.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":"scout 1"},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"vqxJzX2jON1LZuAS","name":"Force-Empowered Casting","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 2nd level, you gain the ability to twist your powers to suit your needs. When you cast a force power, you can expend additional force points to modify the power. You gain two of the following Empowerment options of your choice. You gain another one at 10th and 17th level.

\n

You can use only one Empowerment option on a power when you cast it, unless otherwise noted.

\n
\n

CAREFUL POWER

\n

When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

\n
\n

DISTANT POWER

\n

When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.

\n

When you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.

\n
\n

EXTENDED POWER

\n

When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.

\n
\n

HEIGHTENED POWER

\n

When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

\n
\n

IMPROVED POWER

\n

When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.

\n

You can use Improved Power even if you have already used a different Empowerment option during the casting of the power.

\n
\n

LINGERING POWER

\n

When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

\n
\n

PINPOINT POWER

\n

When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

\n
\n

QUICKENED POWER

\n

When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

\n
\n

REFOCUSED POWER

\n

When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw. You can use this option even if you have already used a different Empowerment option during the casting of the power.

\n
\n

TWINNED POWER

\n

When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"vxR8oI3jyjVUt5sJ","name":"Targeting Matrix","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you cast a tech power that allows you to force creatures in an area to make a saving throw, you can instead make an attack roll with your modified weapon against a single target that would be in the range of the power. On a hit, the target suffers the effects as though they failed their saving throw. If the power would affect more than one creature, it instead affects only one.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Quick-Release Stimulant","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, when you are dealt damage by an attack while you have at least one cybernetic augmentation installed, you can use your reaction and expend one use of your Potent Aptitude to reduce the damage you take. The damage is reduced by an amount equal to 1d10 + your Constitution modifier + your engineer level. If you reduce the damage to 0, you can gain temporary hit points equal to the remaining damage reduction.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","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":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"vztjE89CZfhFYbOl"} +{"_id":"vzwNHMqfV57Lr252","name":"Fighting Style (Scout)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"w2fcITzwIWxmBuLs","name":"Shocking Affinity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this tradition at 3rd level, when you cast a force power that deals lightning damage, you can use Wisdom or Charisma as your forcecasting ability for it.

\n

Additionally, when you cast a damage dealing force power that requires an attack roll or saving throw, you can cause that power to instead deal lightning damage. If the power would call for a saving throw other than Dexterity, it instead calls for a Dexterity saving throw. If you hit with the power, or the target fails the power’s saving throw, affected creatures become shocked until the start of your next turn. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

","chat":"","unidentified":""},"source":"PHB","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":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"w8lV2PlpwsbT2Idf","name":"Blistering Rebuke","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, when a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. On a failed save, the creature takes 1d10 plus your consular level lightning damage, is pushed back 10 feet, and becomes shocked until the end of their next turn. On a successful save, the creature takes half as much damage and isn’t moved or shocked.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+10","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"w9G3JY7dSOaXJIAh","name":"Backup Plans","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, when you roll initiative and have no charges remaining, you can create 2 charges. Additionally, whenever you create a charge, you can change the damage type to acid, energy, fire, ion, lightning, or sonic.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"wAKt9PO3BZLziVzj","name":"Disruptive Shock","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, once per turn, when you hit a creature with a melee weapon attack when you have advantage, or it fails a saving throw against an effect that you control, you can choose to roll a Martial Arts die and deal additional psychic damage equal to the amount rolled.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"wBdYcwBoZm5KFnSn","name":"Purity of Body","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 13th level, your mastery of the focus flowing through you makes you immune to disease and poison and resistant to poison damage.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"wIHplALcnef15uBd","name":"Bonus Proficiencies (Fighter: Tactical)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency with one type of artisan’s implements of your choice.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"wR9uAGEnSdKoVvYo","name":"Epicenter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, as a reaction when you take damage from a creature within 15 feet of you that you can see, you can use one of your mixtures. The effects of the mixture release in a 15-foot-radius sphere centered on you, and if the mixture requires a saving throw, you automatically succeed on it. Additionally, the affected area is difficult terrain to creatures other than you until the end of your next turn.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"wfigLmIQg03vIbxP","name":"Dynamic Attachment","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, while you have temporary hit points, you have resistance against the damage of force powers, and your force powers ignore resistances.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"wgEc1fPVzUOOLiY7","name":"Creative Destruction","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, you can add your Intelligence modifier (a minimum of +1) to any damage you deal with tech powers and class features. If the tech power or class feature would damage multiple creatures, you can only deal this additional damage to one of them.

\n

If you choose to deal this additional damage, your GM can have you roll on the Unstable Engineering Surge table.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"wm5BdvpgkfRziN7Q","name":"Bonus Proficiencies (Guardian: Sokan)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in heavy armor.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"x1TSm5F0CtGuX7u4","name":"Supreme Awareness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

\n

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"xFgXRg2qF3SlvNfF","name":"Sentinel Ideals","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 2nd level, you adopt ideals that exemplify your bond with the Force. You adopt two ideals of your choice, as detailedbelow. You adopt an additional ideal at 6th and 11th level. When you manifest your Sentinel Ideals, you choose which effect to create.

\n

You can manifest your ideals twice. You gain an additional use at 9th and 17th level. You regain all expended uses when you finish a long rest.

\n
\n

SENTINEL IDEALS

\n

The ideals are presented in alphabetical order. You can’t benefit from a Sentinel Ideal option more than once, even if you later get to choose again.

\n
\n
\n

IDEAL OF THE AGILE

\n

You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.

\n
\n

IDEAL OF THE ARTISAN

\n

Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any check you make that doesn’t already include that modifier.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.

\n
\n

IDEAL OF THE CONTENDER

\n

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.

\n
\n

IDEAL OF THE FIGHTER

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

\n
\n

IDEAL OF THE HUNTER

\n

You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.

\n
\n

IDEAL OF THE STEADFAST

\n

When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier + any bonuses to melee weapon attack rolls). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half the normal weapon damage, and when a creature rolls a 1 on the saving throw, they take damage as if suffering a critical hit.

\n
\n

IDEAL OF THE TITAN

\n

You gain proficiency in medium armor.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

\n
\n

IDEAL OF THE TRANQUIL

\n

When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one).

\n
\n

IDEAL OF THE VIGOROUS

\n

When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

\n
","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"xWOwi6l4lIQ33Qi0","name":"Fighting Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 3rd level, you’ve mastered a particular style of fighting. Choose one of the Fighting Mastery options, detailed in Chapter 6. You can’t take a Fighting Mastery option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"xlWuywb2jzmQV9MC","name":"Projected Barrier","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Force Barrier to absorb that damage. If this damage reduces the barrier to 0 hit points, the warded creature takes any remaining damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","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":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"xsN7QCSQmiloh5oF","name":"Unerring Accuracy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"xzRNHB2M2HdOZzr7","name":"Fuel the Rampage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, while you are both raging and experiencing the high of a substance, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"y4La6YmQxB9QOoQQ","name":"Unarmored Defense (Fighter: Blademaster)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Strength modifier.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"yGC9VzT840qQWxca","name":"Rancor's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 13th level
While you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"yMSvK9SmLoLI29p2","name":"Spirit Blade Assault","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, as an action, you conjure a blade of spirit energy and strike one creature within 5 feet of you with it, expending 1 to 10 focus points. The target must make a Constitution saving throw. On a failed save, it takes 2d10 necrotic damage per focus point spent, or half as much on a successful one.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":5,"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":"con","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"yYfFFOgfllndNqWr","name":"Techcasting (Berserker: Industrial)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

TECH POWERS KNOWN

\n

You learn 3 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Industrial Approach Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

TECH POINTS

\n

You have a number of tech points equal to half of your berserker level (rounded up), as shown in the Tech Points column of the Industrial Approach Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

MAX POWER LEVEL

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Industrial Approach Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

TECHCASTING ABILITY

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n
\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n
\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n
\n

TECHCASTING FOCUS

\n

You use a wristpad (found in chapter 5 of the Player’s Handbook) as a tech focus for your tech 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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th
","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"yZcoaSioqe8qda2D","name":"Electric Attunement","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, you gain resistance to lightning damage. Additionally, force powers you cast ignore resistance to lightning damage.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"yahaPxpXfPalRqxt","name":"Projected Barrier (Engineer: Gadgeteer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, as a bonus action while wearing your gadgeteer harness, you can expend a use of your Potent Aptitude to project a barrier on a friendly creature you can see within 30 feet. A creature can only have one barrier active at a time.

\n

ENVIRONMENTAL BARRIER

\n

You project an environmental barrier that lasts until the end of your next short or long rest. The barrier has a number of hit points equal to the amount rolled on your Potent Aptitude die + your engineer level. Whenever a creature with this barrier takes damage (one of acid, cold, fire, force, lightning, necrotic, poison, psychic, or sonic, chosen by you when you activate the effect), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature takes any remaining damage.

\n

PHYSICAL BARRIER

\n

You project a physical barrier that lasts until the end of your next short or long rest. The barrier has a number of hit points equal to the amount rolled on your Potent Aptitude die + half your engineer level (rounded down). Whenever a creature with this barrier takes damage (one of energy, ion, or kinetic, chosen by you when you activate the effect), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature takes any remaining damage.

","chat":"","unidentified":""},"source":"PHB","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"yyGo3f49AlXermtP","name":"Diamond Soul","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 14th level, your mastery of focus grants you proficiency in all saving throws. Additionally, whenever you fail a saving throw, you can spend 1 focus point to reroll it and take the second result.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"z5s3mctvvQbG2Yh4","name":"Vengeance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, you gain one of the following features.

\n

Choose Devastating Critical for Juyo or Their Power, My Strength for Vapaad.

\n
\n

DEVASTATING CRITICAL

\n

When you score a critical hit with a melee weapon attack, you gain a bonus to that weapon’s damage roll equal to your guardian level.

\n
\n

THEIR POWER, MY STRENGTH

\n

When you are dealt damage by a force power, you can reduce that damage by an amount equal to your guardian level (no action required).

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zEnd8MGQwyOOZ0dI","name":"Maximum Output","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, when you take the Attack action while wielding a weapon with the heavy or strength properties, you can forgo one or more attacks. If you do so, you deal additional damage the first time you hit with an attack roll before the end of your next turn. For each attack you forgo in this fashion, you deal extra damage equal to 1d12 + half your fighter level (rounded down). If you miss with the first attack roll you make before the end of your next turn, you instead deal normal weapon damage.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zZz07JN0gA6nsAPa","name":"Focused Rage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you hone your rage to a razor sharp focus. While raging, when you make a melee weapon attack using Dexterity, you add your rage damage to the damage roll. Additionally, you can use your Reckless Attack feature to give you advantage on melee weapon attacks using Dexterity during your turn.

","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zdQodeYfWZauJ3Mv","name":"Totem Creation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, you’ve learned to create powerful talismans infused with the Force. Your totems can take the form of sigils painted directly onto your equipment, or adornments attached to it, as you see fit. Regardless of the form they take, only you can benefit from them. You learn two totems of your choice, which are detailed under “Totems” below. When you complete a long rest, you can replace one totem you know with a different one.

\n

When you finish a long rest, you can touch a number of weapons, armor, or shields equal to the number of totems you know, affixing a different totem to each object. Your totem remains affixed until you finish a long rest, and an object can only bear one totem at a time. You must be wielding or wearing the object to benefit from a totem affixed to it.

\n

Each totem can be invoked to grant an effect. Once you’ve invoked a totem in this way, you can’t do so again until you complete a short or long rest.

\n

TOTEM OPTIONS

\n

The totems are listed in alphabetical order. If a totem requires a saving throw, the DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice).

\n
\n
\n

TOTEM OF THE ACKLAY

\n

This totem evokes the ferocity of an acklay, granting you advantage on Intelligence (Nature) checks and Charisma (Intimidation) checks.

\n

Additionally, you can invoke the totem as a bonus action. For 10 minutes, your carrying capacity and the weight you can push, drag, or lift doubles, and your Strength score increases by 2. This increase can cause your score to exceed 20.

\n
\n

TOTEM OF THE HAWK

\n

This totem is inspired by the visage of a hawk, granting you advantage on Intelligence (Investigation) checks, and darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

\n

Additionally, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the totem and force the creature to make a Constitution saving throw by emitting a powerful sound. Unless the save succeeds, the creature is dazed, suffering from the Charmed condition. While charmed in this way, the creature has a speed of 0 and is incapacitated. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the totem, you can’t do so again until you finish a short or long rest. A deaf creature automatically succeeds on its saving throw.

\n
\n

TOTEM OF THE LOTH-WOLF

\n

This totem emulates the near etherealness of a loth-wolf, granting you advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

\n

Additionally, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the totem and cause that attack to target a different creature within 30 feet of you (other than the attacker) that you can see, using the same roll. This ability can transfer the attack regardless of the attack’s range.

\n
\n

TOTEM OF THE RANCOR

\n

This totem bestows a resilience reminiscent of a mighty rancor, granting you advantage on saving throws against being poisoned and resistance to poison damage.

\n

Additionally, you can invoke the totem as a bonus action, gaining resistance to energy and kinetic damage for 1 minute.

\n
\n

TOTEM OF THE SARLACC

\n

This totem channels the experience of an ancient sarlacc, granting you expertise in any tool in which you are proficient.

\n

Additionally, when you hit a creature with a weapon attack, you can invoke the totem to summon the tentacles of the creature: The target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the tentacles, the target takes 2d6 acid damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, tearing free on a success.

\n
\n

TOTEM OF THE VORNSKR

\n

With this totem you are able to access the Force-enhanced senses of the vornskr, granting you advantage on Wisdom (Survival) checks, and you can’t be surprised as long as you are not incapacitated.

\n

Additionally, you can invoke the totem as a bonus action to enter a state of hyper awareness for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage.

\n
","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ze0ZnVMlv6x0IpS4","name":"Life Eternal","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, you can use your powerful connection to the Force to keep fighting when others would fall. When you are reduced to 0 hit points but not killed outright, you can spend 5 force points to drop to 1 hit point instead.

","chat":"","unidentified":""},"source":"EC","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"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zxw8tBx6Z30RKyLr","name":"Rampage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, while raging, when you deal damage with a blaster with which you are proficient, and you added your Strength modifier to the damage roll, you can use a bonus action to move up to half your speed towards your target. You must end this movement closer to your target than you started. If you end this movement within 5 feet of your target, you can make one melee weapon attack with your blaster as a part of this bonus action.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","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":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zzbwoqUNCb6U0lRK","name":"Unarmored Movement","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 3rd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the table below.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelUnarmored Movement
1st-
2nd-
3rd+10 ft.
4th+10 ft.
5th+15 ft.
6th+15 ft.
7th+15 ft.
8th+15 ft.
9th+20 ft.
10th+20 ft.
11th+20 ft.
12th+20 ft.
13th+25 ft.
14th+25 ft.
15th+25 ft.
16th+25 ft.
17th+30 ft.
18th+30 ft.
19th+30 ft.
20th+30 ft.
","chat":"","unidentified":""},"source":"PHB","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"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} diff --git a/packs/packs/items.db b/packs/packs/items.db deleted file mode 100644 index b6abafff..00000000 --- a/packs/packs/items.db +++ /dev/null @@ -1,796 +0,0 @@ -{"_id":"00BggOkChWztQx6R","name":"Studded Leather Armor +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":13,"price":24045,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":15,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/items/armor/studded.webp"} -{"name":"Frost Brand Scimitar","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":3,"price":2200,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"],["1d6","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/skills/weapon_07.jpg","_id":"07R6JFioylOCpVoL"} -{"name":"Glaive +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":6,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/glaive.webp","_id":"09i8r1UmzDSKiZ9g"} -{"name":"Dagger","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/dagger.jpg","_id":"0E565kQUBmndJ1a2"} -{"name":"Ioun Stone of Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Strength. Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":3000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gemstone-blue.jpg","_id":"0G5LSgbb5NTV4XC7"} -{"name":"Flail +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":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","_id":"0LVFLPmsu1b2vf8E"} -{"_id":"0NoBBP3MMkvJlwZY","name":"Candle","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0,"price":0.01,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1400000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/candle.jpg"} -{"_id":"0ZBWwjFz3nIAXMLW","name":"Jug","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A pitcher holds 1 gallon of liquid.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":4,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":8.4,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/jug.jpg"} -{"_id":"0d08g1i5WXnNrCNA","name":"Tinker's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\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":10,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2900000,"flags":{},"img":"systems/dnd5e/icons/skills/mech_7.jpg"} -{"_id":"10ZP2Bu3vnCuYMIB","name":"Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":"15","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-long.jpg"} -{"_id":"14pNRT4sZy9rgvhb","name":"Hammer","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A tool with heavy metal head mounted ar the right angles at the end of a handle, used for job such as breaking things and driving in nails. 

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/hammer.jpg"} -{"_id":"159agyOuBHCl2WKd","name":"Adamantine Half Plate Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":40,"price":1250,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":15,"dex":2,"label":"Armor Value"},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"medium","_deprecated":true,"type":"String","label":"Armor Type"}},"sort":4700001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/halfplate.webp"} -{"name":"Wand of Magic Detection","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the @Compendium[dnd5e.spells.ghXTfe7sgCbgf1Q8]{Detect Magic} spell from it. The wand regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 211","quantity":1,"weight":1,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d3","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-green.jpg","_id":"18fbyArtidKzON01"} -{"name":"Ring of Invisibility","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":10000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-ruby.jpg","_id":"1J0dsxyKRhVXYQf5"} -{"name":"Potion of Storm Giant Strength","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 29 for 1 hour.  The potion has no effect on you if your Strength is equal to or greater than that score.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":2000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3300000,"flags":{},"img":"systems/dnd5e/icons/items/potions/major-blue.jpg","_id":"1KMSpOSU0EliUBm2"} -{"_id":"1Lxk6kmoRhG8qQ0u","name":"Greataxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This enormous axe features two twin crescent blades mounted on either side of a tall spiked shaft. Designed to be wielded with two hands and cleave foes in twain.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":7,"price":30,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/greataxe.jpg"} -{"name":"Vicious Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3500000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-short.jpg","_id":"1PMaZR6CX8fUnOZd"} -{"name":"Orb of Dragonkind","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.

\n

As the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.

\n

Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.

\n

An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.

\n

While attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it.

\n

While you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts @Compendium[dnd5e.spells.zMAWdyc8UVb37BK4]{Suggestion} on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides.

\n

Random Properties. An Orb of Dragonkind has the following random properties (see DMG pg. 219-21): 

\n\n

Spells. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: 

\n\n

Call Dragons. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.

\n

Destroying an Orb. An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A @Compendium[dnd5e.spells.HBHbOGKNVVprSlwn]{Disintegrate} spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.

","chat":"","unidentified":""},"source":"DMG. pg 225","quantity":1,"weight":5,"price":500000,"attuned":false,"equipped":false,"rarity":"Artifact","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":7,"max":7,"per":"day"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":18,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/element-air.jpg","_id":"1RwJWOAeyoideLKe"} -{"name":"Maul +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":10,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/maul.jpg","_id":"1kihEfn9QppB34ee"} -{"name":"Wand of Magic Missiles","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the @Compendium[dnd5e.spells.41JIhpDyM9Anm7cs]{Magic Missile} spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

\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. 211","quantity":1,"weight":1,"price":8000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d4","force"],["3","force"]],"versatile":"1d4 +1"},"formula":"1d6 +1","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-blue.jpg","_id":"1taRIMF9w7jpnonN"} -{"name":"Gaming Set of Dragonchess","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This item is a complete set of dragonchess pieces and board. The board can also be used for variations of draughts and checkers.

\n

If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":0.5,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/trinket-carving.jpg","_id":"23y8FvWKf9YLcnBL"} -{"name":"Stone of Good Luck (Luckstone)","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

","chat":"","unidentified":""},"source":"DMG pg. 205","quantity":1,"weight":0.1,"price":4200,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gem-yellow.jpg","_id":"296Zgo9RhltWShE1"} -{"name":"Rope of Climbing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.

\n

If you tell the rope to knot, large knots appear at 1- foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.

\n

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 197","quantity":1,"weight":3,"price":2000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word. A bonus action to move one end 10 ft."},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":20,"max":20,"per":"charges","autoUse":false,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/rope.jpg","_id":"29e6gHwWKNLaRUoz"} -{"name":"Tome of Clear Thought","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This book contains memory and logic 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 Intelligence 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. 208","quantity":1,"weight":1,"price":100000,"attuned":false,"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,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":false,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/book-yellow.jpg","_id":"2BYm8to5KldN8eYu"} -{"name":"Mace +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":4,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","_id":"2CQnAvn06bncXPBt"} -{"name":"Nine Lives Stealer Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

\n

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

\n

Foundry note: the 9 charges reflect a fully charged blade. Please adjust accordingly as required.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":2,"price":8000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Critical hit on a creature of 100 hit points or less. Undead and constructs are immune."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":9,"max":9,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/skills/shadow_13.jpg","_id":"2Lkub0qIwucWEfp3"} -{"name":"Sphere of Annihilation","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.

\n

The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a Sphere of Annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.

\n

The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.

\n

If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.

\n

If the sphere comes into contact with a planar portal, such as that created by the @Compendium[dnd5e.spells.XbwGq5kDJNvAxNXV]{Gate} spell, or an extradimensional space, such as that within a portable hole, the GM determines randomly what happens, using the following table.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Result
01-50The sphere is destroyed.
51-85The sphere moves through the portal into the extradimensional space.
86-00A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence.
","chat":"","unidentified":""},"source":"DMG pg. 201","quantity":1,"weight":0,"price":15000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":"An uncontrolled sphere requires a DC 25 Intelligence (Arcana) check."},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_12.jpg","_id":"2YNqk5zm9jDTvd7q"} -{"_id":"2YbuclKfhDL0bU4u","name":"Chest","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A chest holds 12 cubic feet or 300 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":25,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":300,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":900001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/chest-dark.jpg"} -{"_id":"2YdfjN1PIIrSHZii","name":"War Pick","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A brutal curved spike mounted on the back of a sturdy haft - designed for puncturing armor with deadly force.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"value":"","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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3700000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/pick.jpg"} -{"name":"Robe of Useful Items","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.

\n

The robe has the following patches:

\n\n

In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Patch
01-08Bag of 100 gp
09-15Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp
16-22Iron door (up to 10 feet wide and high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself.
23-3010 gems worth 100 gp each
31-44Wooden ladder (24 feet long)
45-51A riding horse with saddle bags
52-59Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
60-684 potions of healing
69-75Rowboat (12 feet long)
76-83Spell scroll containing one spell of 1st to 3rd level
84-902 @Compendium[dnd5e.monsters.YTpL2c3NO4sOn2UA]{Mastiff}s
91-96Window (2 feet by 4 feet, up to 2 feet deep) which you can place on a vertical surface you can reach
97-00Portable ram
\n

Foundry note: the Other Formula has been set to calculate the 4d4 patches if required.

\n

Additionally, it is recommended to delete items here as necessary to track patches left.

\n

The price guide has been calculated at 5*item for the maximum number of items possible.  Please adjust as necessary to reflect the number of patches and the DM's world economy.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 195","quantity":1,"weight":1,"price":140,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"4d4","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/armor/robe.jpg","_id":"2ksm2KXCY3vBHTAx"} -{"name":"Horseshoes of the Zephyr","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above non-solid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":8,"price":1500,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/horseshoe.jpg","_id":"2mvXGvDmHHhzbT04"} -{"name":"Ring of Warmth","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-orange.jpg","_id":"2veAOEyfbDJuxR8Y"} -{"name":"Scimitar +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,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-curved.jpg","_id":"2wK9ImkAeG3Lzxa0"} -{"name":"Ring of Evasion","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-eye.jpg","_id":"2wxqnjpnPmkpPCC5"} -{"name":"Potion of Cold 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 Cold type damage for 1 hour.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/items/potions/major-blue.jpg","_id":"34YKlIJVVWLeBv7R"} -{"name":"Necklace of Fireballs","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level  Fireball spell (save DC 15).

\n

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.

\n

**Foundry note: the 9 charges represent the maximum number of beads possible to find; please adjust as required. The Other Formula button can be used to roll the additional damage for extra beads thrown.

\n

Additionally, here is a price guide depending on the number of beads still remaining. These prices are a guide only and should be adjusted accordingly to reflect the Dungeon Master's world:

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Number of Beads

\n
Price (gp)
830,720
715,360
67680
53840
41600
3960
2480
1300
","chat":"","unidentified":""},"source":"DMG pg. 182","quantity":1,"weight":0.01,"price":61440,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":9,"max":9,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"1d6","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1300000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/pendant-red.jpg","_id":"3ALOhh6JNInIK4o7"} -{"name":"Vorpal Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

\n

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":6,"price":24000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +3","slashing"]],"versatile":""},"formula":"6d8","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_16.jpg","_id":"3FNyS6DeCBZzFbqU"} -{"_id":"3OXueEpvDDCVfGFA","name":"Fine Clothes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Set of clothes designed specifically to be expensive and show it.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":6,"price":15,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/cloak-fur.jpg"} -{"name":"Hand Crossbow +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":3,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"lgt":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1500001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-light.jpg","_id":"3Q6rw9kAMf6F1SW5"} -{"name":"Gauntlets of Ogre Power","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.

","chat":"","unidentified":""},"source":"DMG pg. 171","quantity":1,"weight":2,"price":8000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1600000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_28.jpg","_id":"3TWT5bv3z5zGUZCe"} -{"name":"Ring of Fire Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a garnet stone that seems to glow when it catches the light.

\n

You have resistance to fire damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-orange.jpg","_id":"3X7vdOjnCSpi40yn"} -{"name":"Pike +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":18,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/pike.jpg","_id":"3YH1o1Wa4gcdN3fh"} -{"_id":"3YSUIp4eFo26YxJr","name":"Ball Bearings","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

As an action, you can spill these 1,000 tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the saving throw.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1000,"weight":0.002,"price":0.001,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/element-earth.jpg"} -{"name":"Stick of Incense","permission":{"default":0},"type":"loot","data":{"description":{"value":"

When blocks of incense cannot be used or a cheaper alternative is required, people often use these to perfume the air, whether for pleasurable or religious purposes.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bamboo.jpg","_id":"3b0RvGi0TnTYpIxn"} -{"_id":"3c7JXOzsv55gqJS5","name":"Arrows","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Standard ammunition used for bows of all varieties. These mundane arrows are made of smooth wooden shafts with goose feather fletching and hammer metal bodkins.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.05,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"amm":true,"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/arrows.jpg"} -{"_id":"3cymOVja8jXbzrdT","name":"Longbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":1900001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bow-long.jpg"} -{"_id":"3gynWO9sN4OLGMWD","name":"Sling","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A flexible lash of leather affixed to a wooden handle which is capable of flinging rocks or metal bullets with deadly velocity.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":0,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"amm":true,"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1600000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/sling.jpg"} -{"_id":"3h3ZU6qmQs18FfkA","name":"Mithral Chain Shirt","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":20,"price":850,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":13,"dex":2,"label":"Armor Value"},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"medium","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":3600000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/scale.webp"} -{"name":"Small Knife","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A blunt knife used by the scholarly to open letters and correspondence.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.5,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/dagger.jpg","_id":"3nVvaHVfHsgwGlkL"} -{"_id":"3rCO8MTIdPGSW6IJ","name":"Dart","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A small thrown implement crafted with a short wooden shaft and crossed feathres with a sharp wooden or metal tip. Darts can be thrown with sufficient force to puncture the skin.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":0.25,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"simpleR","properties":{"fin":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":1100001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/dart.webp"} -{"_id":"3uEyuCfnAzGkwAn5","name":"Sealing Wax","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A wax material of a seal which, after melting, hardens quickly forming a bond that is difficult to separate without noticeable tampering.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/candle-melted.jpg"} -{"_id":"419eNv7xp2p7Xlo5","name":"Blanket","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A sheet of blanket to keep you warm at night.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/cloth-green.jpg"} -{"name":"Figurine of Wondrous Power Ivory Goat of Travail","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others.

\n

The Goat of Travail becomes a @Compendium[dnd5e.monsters.N3ahWNjmxk9Ro1aG]{Giant Goat} for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 169","quantity":1,"weight":0.1,"price":400,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":3,"units":"hour"},"target":{"value":10,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":7000001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/monster-tusk-bloody.jpg","_id":"41kYCmKq0PbGVKaM"} -{"name":"Pearl of Power","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement by a spellcaster)

\n

While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.1,"price":6000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/pearl.jpg","_id":"44XNWmMGnwXn7bNW"} -{"name":"Plate Armor +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":65,"price":25500,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":21,"dex":0},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/items/armor/plate.webp","_id":"466j8hy4AiENMHVQ"} -{"name":"Talisman of the Sphere","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

When you make an Intelligence (Arcana) check to control a Sphere of Annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a Sphere of Annihilation, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier.

","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":0.1,"price":20000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"int","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d20 + @mod + @attributes.prof + @attributes.prof",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_05.jpg","_id":"46ikeR4RrSim6DsN"} -{"name":"Vicious Light Hammer","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This sturdy hammer is small enough to be nimbly wielded or used in combination with another weapon.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2300000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/hammer-light.jpg","_id":"4MeSq8KcF7KK7emF"} -{"_id":"4MtQKPn9qMWCFjDA","name":"Quiver","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A quiver can hold up to 20 arrows.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":1,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2400001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/arrows.jpg"} -{"name":"Potion of Stone Giant Strength","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 23 for 1 hour.  The potion has no effect on you if your Strength is equal to or greater than that score.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":1200,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3200000,"flags":{},"img":"systems/dnd5e/icons/items/potions/major-green.jpg","_id":"4ZiJsDTRA1GgcWKP"} -{"name":"Wand of Web","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a spellcaster)

\n

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the @Compendium[dnd5e.spells.UJJu9c2UvCzVljiP]{Web} spell (save DC 15) from it.

\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. 212","quantity":1,"weight":1,"price":8000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d6 +1","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-green.jpg","_id":"4sR5HOah6KwVPHOb"} -{"name":"Amulet of Proof Against Detection and Location","permission":{"default":0},"type":"equipment","data":{"description":{"value":"
\n
Wondrous Item (requires attunement)
\n
 
\n
While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
\n
","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":0.1,"price":20000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0,"label":"Armor Value"},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"bonus","_deprecated":true,"type":"String","label":"Armor Type"}},"sort":5100001,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/pendant-blue.jpg","_id":"50N8zf58FR4JWR05"} -{"name":"Dagger +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":1,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/dagger.jpg","_id":"59pjg8FGM4GG4Fdd"} -{"name":"Vicious Dagger","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":1,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/dagger.jpg","_id":"5Jz5w7XJxgtlsx6K"} -{"name":"Crystal Ball of Telepathy","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

The crystal ball is about 6 inches in diameter. While touching it, you can cast the @Compendium[dnd5e.spells.fVbCxFRaORalHB20]{Scrying} spell (save DC 17) with it.

\n

While Scrying with the Crystal Ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the @Compendium[dnd5e.spells.zMAWdyc8UVb37BK4]{Suggestion} spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this Suggestion to maintain it during its duration, but it ends if Scrying ends.

\n

Once used, the Suggestion power of the Crystal Ball can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":7,"price":60000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"day","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":4000000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/element-water.jpg","_id":"5KiRtMMSTnJmMtBr"} -{"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,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +1","save":{"ability":"wis","dc":null,"scaling":"flat"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-green.jpg","_id":"5Rxo4K9cgpwgW9vZ"} -{"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,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-purple.jpg","_id":"5SorTMl8NKDO9Yge"} -{"_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","attuned":false,"equipped":false,"rarity":"Common","identified":true},"flags":{},"img":"systems/dnd5e/icons/items/inventory/monster-bones.jpg"} -{"_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,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d4 + 8","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":300001,"flags":{},"img":"systems/dnd5e/icons/items/potions/grand-red.jpg"} -{"_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,"attuned":false,"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/dnd5e/icons/items/inventory/briefcase.jpg"} -{"_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,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":15,"dex":2},"strength":null,"stealth":false,"proficient":true,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/items/armor/leather-forest.jpg"} -{"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,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":"1d8 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2700000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/spear.jpg","_id":"62EaozKvcA0aSy2q"} -{"name":"Philter of Love","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.

\n

The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.1,"price":90,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1300000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-5.jpg","_id":"63nb14yQRJMc4bIn"} -{"name":"Robe of Stars","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.

\n

Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast @Compendium[dnd5e.spells.41JIhpDyM9Anm7cs]{Magic Missile} as a 5th-level spell.

\n

Daily at dusk, 1d6 removed stars reappear on the robe.

\n

While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

","chat":"","unidentified":""},"source":"DMG pg. 194","quantity":1,"weight":1,"price":60000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":"","units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":6,"max":6,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7d4","force"],["7","force"]],"versatile":""},"formula":"1d6","save":{"ability":"wis","dc":15,"scaling":"flat"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":4100000,"flags":{},"img":"systems/dnd5e/icons/skills/blue_16.jpg","_id":"66UkbfH0PVwo4HgA"} -{"_id":"698gLyJ4JKVVMF53","name":"Padded 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":""},"source":"DMG pg. 152","quantity":1,"weight":8,"price":6005,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":11,"dex":null},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":100000,"flags":{},"img":"systems/dnd5e/icons/items/armor/leather.webp"} -{"name":"Musical Instrument: Drum","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A drum, of any variety, 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 spellcasting focus. Each type of musical instrument requires a separate proficiency. 

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":3,"price":6,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":1000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/drum.jpg","_id":"69Dpr25pf4BjkHKb"} -{"name":"Sling +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":0,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"amm":true,"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/sling.jpg","_id":"6I5lt8KheTsAE4Zr"} -{"name":"Vicious Maul","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This heavy two-handed mace crushes metal and bone with thunderous force.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":10,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3300000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/maul.jpg","_id":"6JbrdSg5YYbs9ANm"} -{"name":"Ioun Stone of Sustenance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Sustenance. You don't need to eat or drink while this clear spindle orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":1000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/coral-tan.jpg","_id":"6MDTnMG4Hcw7qZsy"} -{"_id":"6OIw31CDF6mAwFnd","name":"Bolt of Slaying","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A Bolt of Slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both Bolts of Dragon Slaying and Bolts of Blue Dragon Slaying. If a creature belonging to the type, race, or group associated with a bolt of slaying takes damage from the bolt, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

\n

Once a Bolt of Slaying deals its extra damage to a creature, it becomes a nonmagical bolt.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":0.075,"price":600,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"con","dc":17,"scaling":"flat"},"weaponType":"ammo","properties":{"amm":true,"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3900000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/arrow_01.jpg"} -{"name":"Cubic Gate","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM.

\n

You can use an action to press one side of the cube to cast the @Compendium[dnd5e.spells.XbwGq5kDJNvAxNXV]{Gate} spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the @Compendium[dnd5e.spells.J6Jpw5XzB5aTeqnz]{Plane Shift} spell (save DC 17) with the cube and transport the targets to the plane keyed to that side.

\n

The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 160","quantity":1,"weight":0.1,"price":40000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":3,"max":3,"per":"day","autoUse":true,"autoDestroy":false},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/runestone-dwarven.jpg","_id":"6ai1pEde3iQX30Fr"} -{"name":"Dancing Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

\n

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

\n

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":2,"price":2000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":4,"max":4,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":true,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1900000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_11.jpg","_id":"6n8J07mFo8xs11vS"} -{"name":"Halberd +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":6,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/glaive.webp","_id":"6ndqUhOySYVVQ5on"} -{"name":"Rod of Absorption","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement)

\n

While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy not the spell itself - is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.

\n

When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.

\n

If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.

\n

A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.

\n

**Foundry note: the rod currently has the maximum 10 charges for a newly found rod. Adjust as required.

","chat":"","unidentified":""},"source":"DMG pg. 195","quantity":1,"weight":5,"price":50000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"reaction","cost":1,"condition":"Spell slots created can be no higher than 5th level."},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":10,"max":50,"per":"charges","autoUse":false,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"rod","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_15.jpg","_id":"6pjaQzbtxQTuQ4RW"} -{"_id":"6rocoBx5jdzG1QQH","name":"Healer's Kit","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":3,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":10,"max":10,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":3900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/herb-bag.jpg"} -{"name":"Ioun Stone of Greater Absorption","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Greater Absorption. While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.

\n

Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":31000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":50,"max":50,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/ore-green.jpg","_id":"7FEcfqz1piPHN1tV"} -{"name":"Lantern of Revealing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":2,"price":5000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":60,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/lantern.jpg","_id":"7FLs8qIGdOFnz9oL"} -{"_id":"7Yqbqg5EtVW16wfT","name":"Barrel","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A barrel can hold 40 gallons of liquid or 4 cubic feet of solids.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":70,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":334,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":400001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/barrel.jpg"} -{"name":"Dagger of Venom","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":1,"price":2500,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"ability":"dex","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","piercing"]],"versatile":""},"formula":"2d10","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/skills/weapon_43.jpg","_id":"7i4s9msZWpAw4Ynv"} -{"name":"Wand of Binding","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a spellcaster)

\n

This wand has 7 charges for the following properties. It 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.

\n

Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): @Compendium[dnd5e.spells.l9Ju5KE7bbn3WpTm]{Hold Monster} (5 charges) or @Compendium[dnd5e.spells.3Lo9boi7P2ro6QV4]{Hold Person} (2 charges).

\n

Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":1,"price":10000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +1","save":{"ability":"wis","dc":17,"scaling":"flat"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":400000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-blue.jpg","_id":"7jEKkA9qbwJ3IuCb"} -{"name":"Quarterstaff +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":4,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","bludgeoning"]],"versatile":"1d8 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2500000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/quarterstaff.jpg","_id":"7kVZo4DLBq22406E"} -{"_id":"7u31f86h5vm5WOWM","name":"Gaming Set","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante).

\n

If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

\n

Please note this is a generic placeholder. For the gaming sets given in the PHB table, please see immediately below this entry in the compendium. However, feel free to use any of them as a guide for an original entry by editing them or even starting from scratch, given DM permission.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":0,"price":null,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"flags":{},"img":"systems/dnd5e/icons/items/inventory/dice.jpg"} -{"name":"Handy Haversack","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

Wondrous item

\n

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

\n

Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

\n

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

\n

Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":5,"price":2000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"capacity":{"type":"weight","value":120,"weightless":true},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"attributes":{"spelldc":10},"damage":{"parts":[]}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/backpack.jpg","_id":"7vqs5AqI4VCmuszx"} -{"name":"Scimitar of Speed","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.

","chat":"","unidentified":""},"source":"DMG pg. 199","quantity":1,"weight":3,"price":6000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2500000,"flags":{},"img":"systems/dnd5e/icons/skills/weapon_08.jpg","_id":"7wY0389wscheFkIa"} -{"name":"Censor","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Usually used in conjunction with blocks of incense to perfume the air.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/chalice-cracked.jpg","_id":"7ztvHyYJCcOOAWmR"} -{"_id":"84z9mVy1mCipUWEY","name":"Breastplate +1","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":1900,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":15,"dex":2},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":650000,"flags":{},"img":"systems/dnd5e/icons/items/armor/halfplate.webp"} -{"name":"Amulet of the Planes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"
Wondrous Item (requires attunement)
\n
 
\n
While wearing this Amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the @Compendium[dnd5e.spells.J6Jpw5XzB5aTeqnz]{Plane Shift} spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence.
","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":0.1,"price":160000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"","value":0,"dex":0,"label":"Armor Value"},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"bonus","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":5200001,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/jewelry/pendant-green.jpg","_id":"8ABk0XV76Hzq8Qul"} -{"name":"Figurine of Wondrous Power Ivory Goat of Terror","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others.

\n

The Goat of Terror becomes a @Compendium[dnd5e.monsters.N3ahWNjmxk9Ro1aG]{Giant Goat} for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form.

\n

In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours.

\n

Once the figurine has been used, it can't be used again until 15 days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 169","quantity":1,"weight":0.1,"price":20000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":3,"units":"hour"},"target":{"value":10,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":7000001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/monster-horn.jpg","_id":"8CaODbNQtxHGuVjn"} -{"name":"Robes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Simple or ceremonial wear, often used by priests and other religious figures.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":4,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3800000,"flags":{},"img":"systems/dnd5e/icons/items/armor/robe.jpg","_id":"8GCEodUsTEEpBlO6"} -{"name":"Greatsword +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":6,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-great.jpg","_id":"8LZBOY5USLZ4ngDq"} -{"name":"Longsword of Sharpness","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.

\n

When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

\n

In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":3,"price":1700,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":20,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"4d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","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":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_03.jpg","_id":"8MNDhKb1Q87QszOJ"} -{"name":"Potion of Lightning 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 Lightning type damage for 1 hour.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/potions/grand-yellow.jpg","_id":"8MPnSrvEeZhPhtTi"} -{"name":"Warhammer +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":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","bludgeoning"]],"versatile":"1d10 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/warhammer.webp","_id":"8N1GqcdroUpmM9dS"} -{"_id":"8NS6MSOdXtUqD7Ib","name":"Carpenter's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\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":6,"price":8,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"str","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/axe-wood.jpg"} -{"name":"Ring of Spell Turning","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":30000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-iron.jpg","_id":"8PI1EL8xHLq4tXKr"} -{"_id":"8RXjiddJ6VGyE7vB","name":"Common Clothes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Clothes worn by most commoners.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":3,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/tunic.jpg"} -{"name":"Longbow +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":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1900001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bow-long.jpg","_id":"8W6ULfSqzuHh6Peg"} -{"name":"Eyes of Charming","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the @Compendium[dnd5e.spells.eS7XnnApoxRxYXPs]{Charm Person} spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 168","quantity":1,"weight":0.01,"price":3000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Must have eye contact with the target humanoid."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2100000,"flags":{},"img":"systems/dnd5e/icons/skills/light_02.jpg","_id":"8dfhaa1g3VDjhtm3"} -{"name":"Caltrops","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.1,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":5,"units":"ft","type":"square"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","piercing"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":2400000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/caltrop.jpg","_id":"8tvhh5wqG5FRh3Sf"} -{"name":"Heavy Crossbow +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":18,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1600001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-heavy.jpg","_id":"8wXB18E0oPAYFkqc"} -{"name":"Shortsword of Life Stealing","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Must roll a 20 and the target cannot be undead."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod","piercing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_24.jpg","_id":"902yxeFDwavpm6cv"} -{"_id":"9G9QGSPgpZDSsm37","name":"Sledgehammer","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A tool with a large, flat, often metal head, attached to a long handle. 

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":10,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/hammer.jpg"} -{"name":"Spell Scroll 1st Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

\n

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 11. On a failed check, the spell disappears from the scroll with no other effect.

\n

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 13
Attack Bonus: +5.

\n

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":60,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":"Spell must be on the caster's spell list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/note-scroll.jpg","_id":"9GSfMg0VOA2b4uFN"} -{"_id":"9Ifr8fGvJ1bArzOW","name":"Bag of Tricks (Grey)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This ordinary bag, made from gray cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

\n

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table.

\n

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

\n

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Creature
1@Compendium[dnd5e.monsters.WOdeacKCYVhgLDuN]{Weasel}
2@Compendium[dnd5e.monsters.q1YJIeIt6rK8fCKn]{Giant Rat}
3@Compendium[dnd5e.monsters.oQvORD924obyPdCc]{Badger}
4@Compendium[dnd5e.monsters.lZR4lhNmYSf89s4Q]{Boar}
5@Compendium[dnd5e.monsters.AijNdqMurWxDxUSl]{Panther}
6@Compendium[dnd5e.monsters.OSKoYxdiQ8jYqOGH]{Giant Badger}
7@Compendium[dnd5e.monsters.EYiQZ3rFL25fEJY5]{Dire Wolf}
8@Compendium[dnd5e.monsters.hQt3qIahnB1Odb40]{Giant Elk}
","chat":"","unidentified":""},"source":"DMG pg. 154","quantity":1,"weight":0.5,"price":4000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":5,"units":"ft","type":"space"},"range":{"value":20,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3500000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/pouch.jpg"} -{"name":"Nine Lives Stealer Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

\n

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

\n

Foundry note: the 9 charges reflect a fully charged blade. Please adjust accordingly as required.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":3,"price":8000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Critical hit on a creature of 100 hit points or less. Undead and constructs are immune."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":9,"max":9,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/skills/shadow_13.jpg","_id":"9Mdes2tKt0cqsNTw"} -{"name":"Circlet of Blasting","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

While wearing this circlet, you can use an action to cast the @Compendium[dnd5e.spells.7u2obDvuvtZBkTfq]{Scorching Ray} spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 158","quantity":1,"weight":0.1,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"ability":"","actionType":"rsak","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3900000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/jewelry/ring-gold.jpg","_id":"9UvWQTY5yIgkJmmb"} -{"_id":"9bWTRRDym06PzSAf","name":"Pouch","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2300001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/pouch.jpg"} -{"name":"Ring of Spell Storing","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM.

\n

Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

\n

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":24000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":5,"max":5,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-silver.jpg","_id":"9cIlRtKDtDXQtElf"} -{"name":"Dust of Sneezing and Choking","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an @Compendium[dnd5e.spells.3OZnNhunvRtPOQmH]{Identify} spell reveals it to be such. There is enough of it for one use.

\n

When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The @Compendium[dnd5e.spells.F0GsG0SJzsIOacwV]{Lesser Restoration} spell can also end the effect on a creature.

","chat":"","unidentified":""},"source":"DMG pg. 166","quantity":1,"weight":0,"price":480,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2100000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/water_01.jpg","_id":"9eyZY9tL3fXD1Mbm"} -{"name":"Ioun Stone of Insight","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Insight. Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":3000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/ore-blue.jpg","_id":"9jMQEm99q1ttAV1Q"} -{"name":"Rod of Security","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.

\n

For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).

\n

When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 197","quantity":1,"weight":5,"price":90000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":200,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"rod","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/skills/blue_18.jpg","_id":"9kfMsSweOBui0SC4"} -{"name":"Figurine of Wondrous Power Onyx Dog","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Onyx Dog. This onyx statuette of a dog can become a @Compendium[dnd5e.monsters.YTpL2c3NO4sOn2UA]{Mastiff} for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":0.1,"price":3000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":5,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":7000001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/collar-red.jpg","_id":"9nxSHbqlDdngtuuz"} -{"name":"Sling +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":0,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"amm":true,"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/sling.jpg","_id":"9qOAoFw9dTXhJ1w0"} -{"name":"Instant Fortress","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.

\n

The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the @Compendium[dnd5e.spells.1nhIxh0DsJsntCfj]{Knock} spell and similar magic, such as that of a @Compendium[dnd5e.items.vZdLYfHlLcZqQ8zc]{Chime of Opening}.

\n

Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.

\n

The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a @Compendium[dnd5e.spells.3okM6Gn63zzEULkz]{Wish} spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of Wish causes the roof, the door, or one wall to regain 50 hit points.

","chat":"","unidentified":""},"source":"DMG pg. 160","quantity":1,"weight":0.1,"price":75000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":0,"units":""},"target":{"value":20,"units":"ft","type":"square"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d10","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2400000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_31.jpg","_id":"9stfX2i2I1YPo8vx"} -{"_id":"9uT9SXy1Gb1jiiZX","name":"Scale Mail +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":45,"price":24050,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":17,"dex":2},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.webp"} -{"name":"Periapt of Health","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.01,"price":5000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/pendant-red.jpg","_id":"9v0TPDXNa9S7aNB4"} -{"name":"Longbow +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":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1900001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bow-long.jpg","_id":"A2i08i8gAFscm6hZ"} -{"name":"Vicious Sickle","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A crescent hooked blade mounted atop a short haft, light enough to be wielded in one hand for treshing crops or foes.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/sickle.jpg","_id":"AChuumAYmts5uGFT"} -{"name":"Crystal Ball of True Seeing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

The Crystal Ball is about 6 inches in diameter. While touching it, you can cast the @Compendium[dnd5e.spells.fVbCxFRaORalHB20]{Scrying} spell (save DC 17) with it.

\n

While Scrying with the Crystal Ball, you have Truesight with a radius of 120 feet centered on the spell's sensor.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":7,"price":60000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":4000000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/element-fire.jpg","_id":"ADH0UZ8bf7Op0dgf"} -{"name":"Sickle +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":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/sickle.jpg","_id":"AHn15T1TOuDFS0GH"} -{"_id":"Ajyq6nGwF7FtLhDQ","name":"Mace","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A heavy bludgeoning weapon mounted to the end of a metal club. The head features spikes and blades designed to puncture armor and shatter the bones below.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"simpleM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":1000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg"} -{"name":"Cloak of the Bat","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.

\n

While wearing the cloak in an area of dim light or darkness, you can use your action to cast @Compendium[dnd5e.spells.04nMsTWkIFvkbXlY]{Polymorph} on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores.

\n

The cloak can't be used this way again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":3,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"day"},"ability":"","actionType":"","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3900000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/equipment/cloak-fur.jpg","_id":"Aq1rhgcgFnwu2T4I"} -{"name":"Ring of Regeneration","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

\n

Foundry note: you can use the Other Formula to calculate the days needed to regrow a body part if required.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":12000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"none","cost":0,"condition":"You need at least 1 hit point."},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","healing"]],"versatile":""},"formula":"1d6 +1","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-purple.jpg","_id":"AweD4kpKGM7Ilu3n"} -{"name":"Sling Bullet +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A hardened pebble of stone, bone, or metal which can be flung at high velocity using a sling. It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.075,"price":100,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 +@mod +2","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"value":"","amm":true,"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":4200000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/bullet.jpg","_id":"BNJmdttKvIwC08Pd"} -{"name":"Chain Mail 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":55,"price":6075,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":16,"dex":0,"label":"Armor Value"},"strength":13,"stealth":true,"proficient":false,"armorType":{"value":"heavy","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":3400000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/scale.webp","_id":"BQw5lyopqLmf8B6u"} -{"_id":"BeKIrNIvNHRPQ4t5","name":"Staff","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A gnarled or polished staff of wood, bone, or more exotic materials like crystal. Such implements are frequently used by spellcasters to hone their arcane focus.

\n

Spellcasting Focus. An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":4,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"value":"","foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/staff-blue.jpg"} -{"name":"Nine Lives Stealer Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

\n

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

\n

Foundry note: the 9 charges reflect a fully charged blade. Please adjust accordingly as required.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":3,"price":8000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Critical hit on a creature of 100 hit points or less. Undead and constructs are immune."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":9,"max":9,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +2","slashing"]],"versatile":"1d10 +@mod +2"},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"martialM","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":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/skills/shadow_13.jpg","_id":"BefbYlWbRYyy6R8s"} -{"name":"Manual of Bodily Health","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This book contains health and diet tips, 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 Constitution 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,"attuned":false,"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,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":false,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/book-red.jpg","_id":"BjyTJn9oGvURWKJR"} -{"name":"Quarterstaff +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":4,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","bludgeoning"]],"versatile":"1d8 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2500000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/quarterstaff.jpg","_id":"BmWnprrj0QWQ1BL3"} -{"_id":"BnOCLuNWhVvzHLjl","name":"Torch","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.01,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":40,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":4700000,"flags":{"adnd5e":{"itemInfo":{"type":"item","idx":7}}},"img":"systems/dnd5e/icons/items/inventory/torch.jpg"} -{"name":"Eyes of Minute Seeing","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

","chat":"","unidentified":""},"source":"DMG pg. 168","quantity":1,"weight":0.01,"price":2500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":1,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/skills/shadow_12.jpg","_id":"BsyPV6eTNghT3Fho"} -{"name":"Splint Armor +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":60,"price":24200,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":20,"dex":0},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":850000,"flags":{},"img":"systems/dnd5e/icons/items/armor/splint.webp","_id":"BwC8hZaNjO7IQc6K"} -{"name":"Oil of Sharpness","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. 

\n

The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.1,"price":3200,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1500000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-10.jpg","_id":"C0MNXWA81ufzGlp5"} -{"name":"Potion of Water Breathing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

\n

You can breathe underwater for 1 hour after drinking this potion. 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":180,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3300000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-4.jpg","_id":"CAZMwFBWp9VC0ZCg"} -{"name":"Figurine of Wondrous Power Bronze Griffon","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Bronze Griffon. This bronze statuette is of a griffon rampant. It can become a @Compendium[dnd5e.monsters.h052EIIUmRwJum65]{Griffon} for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 169","quantity":1,"weight":0.1,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":10,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":7000001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/monster-whirl.jpg","_id":"CI58LNiwrTpmWYMp"} -{"_id":"CNdDj8dsXVpRVpXt","name":"Sack","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A sack can hold up to 1 cubic foot or 30 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":0.5,"price":0.01,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2500001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/sack.jpg"} -{"name":"Lance +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.

\n

Special. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":true,"rel":false,"ret":false,"spc":true,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3100000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_02.jpg","_id":"CVMGOJWTO6TCybrH"} -{"_id":"CcTGZzQHejxEVLK1","name":"Mithral Breastplate","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":20,"price":1200,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":14,"dex":2,"label":"Armor Value"},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"medium","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":2600000,"flags":{"_sheetTab":"details"},"img":"systems/dnd5e/icons/items/armor/halfplate.webp"} -{"name":"Flame Tongue Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":2,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":7100001,"flags":{},"img":"systems/dnd5e/icons/skills/fire_13.jpg","_id":"CoUFHk5keIihsbYL"} -{"name":"Potion of Mind Reading","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion’s dense, purple liquid has an ovoid cloud of pink floating in it.

\n

When you drink this potion, you gain the effect of the @Compendium[dnd5e.spells.ppWAAEul0QHtm4er]{Detect Thoughts} spell (save DC 13). 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":180,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"flat"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3000000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-2.jpg","_id":"Ct9LR9Ft1FG4a6Y1"} -{"name":"Eversmoking Bottle","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.

\n

The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.

","chat":"","unidentified":""},"source":"DMG pg. 168","quantity":1,"weight":1,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_25.jpg","_id":"CvzjhUy9ekRieR1A"} -{"_id":"DEQkJiQdGyfmSNkV","name":"Helm of Teleportation","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the @Compendium[dnd5e.spells.L4J89JXqbKs6puEV]{Teleport} spell from it. The helm regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":2,"price":64000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"units":"","type":"creature"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":0,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_13.jpg"} -{"name":"Spell Scroll 4th Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

\n

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 14. On a failed check, the spell disappears from the scroll with no other effect.

\n

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 15
Attack bonus: +7.

\n

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":320,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Spell must be on the caster's spell list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":7,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/scroll-cursed.jpg","_id":"DM7hzgL836ZyUFB1"} -{"_id":"DMejWAc8r8YvDPP1","name":"Halberd","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A spear-tipped metal shaft accompanied by a crescent blade, the halberd is a strong defensive weapon which allows a warrior to fend off foes using the reach of the shaft to attack from safe distance.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":6,"price":"20","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/items/weapons/glaive.webp"} -{"_id":"DNOSEAvF4Oh1DlWy","name":"Tinderbox","permission":{"default":0},"type":"loot","data":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/torch.jpg"} -{"name":"Bracers of Defense","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":1,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":2400000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/bracers-defense.jpg","_id":"DSHi7yT6OUyDoCcu"} -{"name":"Frost Brand Shortsword","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":2,"price":2200,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"],["1d6","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/skills/weapon_07.jpg","_id":"DT02xK1DzxLNlVaI"} -{"_id":"DVXmyetZuvxbzAwW","name":"Bedroll","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Roll of cloth used by traveller to sleep in.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":7,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{"adnd5e":{"itemInfo":{"type":"item","idx":6}}},"img":"systems/dnd5e/icons/items/inventory/cloth-blue.jpg"} -{"_id":"DWLMnODrnHn8IbAG","name":"Javelin","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bolt.webp"} -{"name":"Periapt of Wound Closure","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.01,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/pendant-blue.jpg","_id":"DWwBkOFuYf5VN3M2"} -{"_id":"DevmObXWP9MfwE2c","name":"Adamantine Breastplate","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":20,"price":900,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":14,"dex":2,"label":"Armor Value"},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"medium","_deprecated":true,"type":"String","label":"Armor Type"}},"sort":3300000,"flags":{"_sheetTab":"details"},"img":"systems/dnd5e/icons/items/armor/halfplate.webp"} -{"_id":"DizirD7eqjh8n95A","name":"Maul","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This heavy two-handed mace crushes metal and bone with thunderous force.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":10,"price":"10","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"hvy":true,"two":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/items/weapons/maul.jpg"} -{"name":"Feather Token Anchor","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Feather Token
01-20Anchor
21-35Bird
36-50Fan
51-65Swan boat
66-90Tree
91-00Whip
\n

Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0,"price":50,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":null,"units":"touch","type":"object"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/feather-blue.jpg","_id":"DnlQkH6Bpwkd5n5Y"} -{"name":"Rod of Alertness","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement)

\n

This rod has a flanged head and the following properties.

\n

Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.

\n

Spells. While holding the rod, you can use an action to cast one of the following spells from it: @Compendium[dnd5e.spells.Mzh95utKDPIrjiH8]{Detect Evil and Good}, @Compendium[dnd5e.spells.ghXTfe7sgCbgf1Q8]{Detect Magic}, @Compendium[dnd5e.spells.2skfDtglk1mGrb3l]{Detect Poison and Disease}, or @Compendium[dnd5e.spells.DQzlB5Y3k791W5bH]{See Invisibility}.

\n

Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.

\n

The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground.. This property can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 195","quantity":1,"weight":5,"price":25000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Rod must be planted in the ground."},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":60,"long":120,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"rod","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_03.jpg","_id":"Do3qeSHtBjUsmfvz"} -{"name":"Wand of Fireballs","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a spellcaster)

\n

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the @Compendium[dnd5e.spells.ztgcdrWPshKRpFd0]{Fireball} spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

\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":32000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":"1d6"},"formula":"1d6 +1","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-red.jpg","_id":"DoSvjhRARhRqWZXg"} -{"name":"Bag of Tricks (Rust)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This ordinary bag, made from rust-colored cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

\n

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table.

\n

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

\n

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Creature
1@Compendium[dnd5e.monsters.pozQUPTnLZW8epox]{Rat}
2@Compendium[dnd5e.monsters.d0prpsGSAorDadec]{Owl}
3@Compendium[dnd5e.monsters.YTpL2c3NO4sOn2UA]{Mastiff}
4@Compendium[dnd5e.monsters.y8sRU8Ks2lcrGsaf]{Goat}
5@Compendium[dnd5e.monsters.N3ahWNjmxk9Ro1aG]{Giant Goat}
6@Compendium[dnd5e.monsters.55z2VqYdUb8BWgyc]{Giant Boar}
7@Compendium[dnd5e.monsters.hjhERRzafCiFFVLA]{Lion}
8@Compendium[dnd5e.monsters.omcDpBoB69esCXeM]{Brown Bear}
","chat":"","unidentified":""},"source":"DMG pg. 154","quantity":1,"weight":0.5,"price":4000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":5,"units":"ft","type":"space"},"range":{"value":20,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3500000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/sack.jpg","_id":"DxIdfGoJEYQj8o3D"} -{"_id":"E0Px9YrsAotTIibl","name":"Musical Instrument","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A musical instrument 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 spellcasting focus. Each type of musical instrument requires a separate proficiency.

\n

Please note this is a generic placeholder. For the musical instruments given in the PHB table, please see immediately below this entry in the compendium. However, feel free to use any of them as a guide for an original entry by editing them or even starting from scratch, given DM permission.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":0,"price":null,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"flags":{},"img":"systems/dnd5e/icons/items/inventory/backpack.jpg"} -{"name":"Costume Clothes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

A complete costume usually used by performers and artists in all manner of entertainment halls or for those that simply refuse to get out of character.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":4,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/cloak-pink.jpg","_id":"E2h6sEe6FU2tnU96"} -{"name":"Luck Blade Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

\n

Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

\n

Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the @Compendium[dnd5e.spells.3okM6Gn63zzEULkz]{Wish} spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":3,"price":210000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_10.jpg","_id":"E7c4zpWdYgkKDHGo"} -{"name":"Iron Bands of Binding","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.

\n

Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.

\n

A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.

\n

Once the bands are used, they can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":1,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word. Target creature must be Huge or smaller."},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoUse":true,"autoDestroy":false},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["d20 + @attributes.prof + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/carving-knot.jpg","_id":"E9G4jALlSA96fKAN"} -{"name":"Wand of Fear","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement)

\n

This wand has 7 charges for the following properties. It 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.

\n

Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the @Compendium[dnd5e.spells.arzCrMRgcNiQuh43]{Command} spell (save DC 15).

\n

Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

","chat":"","unidentified":""},"source":"DMG pg. 210","quantity":1,"weight":1,"price":10000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +1","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-skull.jpg","_id":"EJFql4aNWHHJSxT9"} -{"name":"Helm of Telepathy","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this helm, you can use an action to cast the @Compendium[dnd5e.spells.ppWAAEul0QHtm4er]{Detect Thoughts} spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply using a bonus action to do so while your focus on it continues.
While focusing on a creature with Detect Thoughts, you can use an action to cast the @Compendium[dnd5e.spells.zMAWdyc8UVb37BK4]{Suggestion} spell (save DC 13) from the helm on that creature. Once used, the Suggestion property can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":2,"price":12000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"flat"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_15.jpg","_id":"EJVaAvNfCq6gn6VG"} -{"name":"Belt of Hill Giant Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, your Strength score changes to 21. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3200000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/belt-plain.jpg","_id":"ER75WHewYN04Zp11"} -{"_id":"ET8Oo5vaTZqyb7rN","name":"Breastplate +2","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":6400,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":16,"dex":2},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":650000,"flags":{},"img":"systems/dnd5e/icons/items/armor/halfplate.webp"} -{"name":"Halberd +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":6,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/glaive.webp","_id":"EU78dSbnr91QWZ7g"} -{"name":"Dart +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":0.25,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"fin":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/dart.webp","_id":"EWdfUQriSabqDESm"} -{"name":"Trident +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":4,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","piercing"]],"versatile":"1d8 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_13.jpg","_id":"EkTpM4Wbsrdqflzl"} -{"name":"Ring of Animal Influence","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:

\n","chat":"","unidentified":""},"source":"DMG pg. 189","quantity":1,"weight":0,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":30,"units":"ft","type":"cone"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-orange.jpg","_id":"ElLfmohtIFMagr5f"} -{"name":"Maul +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":10,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/maul.jpg","_id":"EveBprZPBjfZqXLt"} -{"name":"Musical Instrument: Lyre","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A lyre 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 spellcasting focus. Each type of musical instrument requires a separate proficiency. 

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":30,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/lute.jpg","_id":"EwG1EtmbgR3bM68U"} -{"_id":"F0Df164Xv1gWcYt0","name":"Warhammer","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":15,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","bludgeoning"]],"versatile":"1d10 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3800000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/warhammer.webp"} -{"name":"Giant Slayer Handaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":2,"price":7000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/handaxe.jpg","_id":"F3rQcaZvElNEiudk"} -{"_id":"F65ANO66ckP8FDMa","name":"Trident","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A multi-pronged spear designed to impale a target in multiple locations, pinning them in place. Often used in combination with a net to entrap and harass foes.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3500000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_13.jpg"} -{"_id":"F6GwSqjErX1u35Re","name":"Bell","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A small bell for you to ring.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bell_brass.jpg"} -{"name":"Staff of Thunder and Lightning","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.

\n

Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.

\n

Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.

\n

Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.

\n

Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.

\n

Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.

","chat":"","unidentified":""},"source":"DMG pg. 204","quantity":1,"weight":4,"price":10000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","bludgeoning"]],"versatile":"1d8 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","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":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff-blue.jpg","_id":"F6v3Q7dz1SlpLTMf"} -{"name":"Bag of Beans","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.

\n

If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.

\n

If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Effect
015d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour.
02-10A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds.
11-20A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks.
21-30An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.
31-40A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished).
41-501d6 + 6 shriekers sprout.
51-601d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke.
61-70A hungry bulette burrows up and attacks.
71-80A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.
81-90A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion.
91-99A pyramid with a 60-foot‐square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice.
00A giant beanstalk sprouts, growing to a height of the GM's choice. The top leads where the GM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence.
\n

 

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":3.5,"price":3000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":12,"max":12,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d4","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2400000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/pouch-neck.jpg","_id":"F8QpasPjLrw2POzE"} -{"name":"Holy Avenger Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a paladin)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

\n

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":6,"price":165000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod + 3","slashing"]],"versatile":""},"formula":"2d10","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/skills/light_05.jpg","_id":"FCxG64QUxsnF4Lis"} -{"name":"Wooden Staff","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A gnarled or naturely smooth staff of wood drawn out from a living tree, those who heed nature's call can use this to harness the incredible power of nature.

\n

Spellcasting Focus. A druidic focus is a special item designed to channel the power of spells from the druid's spell list. A druid can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":4,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"value":"","foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/staff-vine.jpg","_id":"FF1ktpb2YSiyv896"} -{"name":"Vicious Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This curved blade is wide near the wrapped handle but arcs and tapers towards a gleaming tip.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3500000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-curved.jpg","_id":"FHUDEygUW7EWCDgA"} -{"name":"Oil of Slipperiness","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. 

\n

The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium).  Applying the oil takes 10 minutes.  The affected creature then gains the effect of a @Compendium[dnd5e.spells.da0a1t2FqaTjRZGT]{Freedom of Movement} spell for 8 hours.

\n

Alternatively, the oil can be poured on the ground as an action, where it covers a 10‑foot square, duplicating the effect of the @Compendium[dnd5e.spells.etgcR9wqmrhyZ0tx]{Grease} spell in that area for 8 hours.

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.1,"price":480,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1600000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-3.jpg","_id":"FIDyR0kZnxGy7bj8"} -{"_id":"FLoBS3UnFnZTSsSx","name":"Chain Shirt +2","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":6050,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":15,"dex":2},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":500000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.webp"} -{"_id":"FZixEM5voQkH84xP","name":"Studded Leather Armor +2","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":13,"price":6045,"attuned":false,"equipped":false,"rarity":"Very Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":14,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/items/armor/studded.webp"} -{"name":"Antitoxin","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.1,"price":50,"attuned":null,"equipped":null,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":100000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/potions/grand-violet.jpg","_id":"Fc6UfFNOnW80XMzi"} -{"name":"Staff of Charming","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)

\n

While holding this staff, you can use an action to expend 1 of its 10 charges to cast  Charm Person Command, or Comprehend Languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.

\n

If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.

\n

The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 201","quantity":1,"weight":4,"price":12000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":10,"max":10,"per":"charges"},"ability":"str","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":"1d8 + @mod"},"formula":"1d8 +2","save":{"ability":"wis","dc":null,"scaling":"spell"},"weaponType":"simpleM","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":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff-green.jpg","_id":"FeouSUPUlUhfgeRp"} -{"name":"Feather Token Whip","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Feather Token
01-20Anchor
21-35Bird
36-50Fan
51-65Swan boat
66-90Tree
91-00Whip
\n

Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.

\n

As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0,"price":250,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"A bonus action is used to control the whip."},"duration":{"value":1,"units":"hour"},"target":{"value":5,"units":"ft","type":"space"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"mwak","attackBonus":9,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + 5","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/feather-purple-stripe.jpg","_id":"Fgkj11diTJJ7H3JC"} -{"name":"Javelin +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":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bolt.webp","_id":"FhtjbeBeP4q5vTyc"} -{"name":"Vicious Heavy Crossbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A large crossbow mounted on a sturdy block of wood which is loaded using a hand crank and fires thick steel bolts with deadly acceleration that punches through armor and flesh.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":18,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1600001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-heavy.jpg","_id":"Fk78kNmp3OLX5EMC"} -{"name":"Wings of Flying","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.

","chat":"","unidentified":""},"source":"DMG pg. 214","quantity":1,"weight":3,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/cloak-fur.jpg","_id":"FkDyLSpiynKTQZdi"} -{"name":"Vicious Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A mighty two-handed blade is over four feet long an almost five inches wide. This weapon requires extensive martial training but those proficient in its use are formidable warriors.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":6,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-great.jpg","_id":"FpLaviCom3XR1ckP"} -{"_id":"FvNOwWbh5FXyX4xe","name":"Alchemist's Fire","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":1,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":20,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoUse":true,"autoDestroy":true},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"improvised weapon","critical":null,"damage":{"parts":[["1d4+@mod","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"flat"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":200001,"flags":{},"img":"systems/dnd5e/icons/items/potions/grand-yellow.jpg"} -{"name":"Musical Instrument: Shawm","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A shawm 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 spellcasting focus. Each type of musical instrument requires a separate proficiency. 

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/lute.jpg","_id":"G3cqbejJpfB91VhP"} -{"name":"Musical Instrument: Pan Flute","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A set of panpipes 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 spellcasting focus. Each type of musical instrument requires a separate proficiency. 

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":12,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":500000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/flute.jpg","_id":"G5m5gYIx9VAUWC3J"} -{"_id":"G7LqGzKR5ts0WlJ9","name":"Hourglass","permission":{"default":0},"type":"loot","data":{"description":{"value":"

It is a device used to measure the psaage of time. It comprises two glass bulbs connected vertically by a narrow neck that allows a regulated trickle of sand from the upper bulb to the lower one.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":1,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/stopwatch.jpg"} -{"_id":"G9XQPNLlDXkpVxn1","name":"Padded Armor +2","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":8,"price":6005,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":13,"dex":null},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":100000,"flags":{},"img":"systems/dnd5e/icons/items/armor/leather.webp"} -{"_id":"GJv6WkD7D2J6rP6M","name":"Shortbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"simpleR","properties":{"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":2600001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bow-short.jpg"} -{"name":"Mithral Splint Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":60,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":17,"dex":0,"label":"Armor Value"},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"heavy","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":5000001,"flags":{"_sheetTab":"details"},"img":"systems/dnd5e/icons/items/armor/splint.webp","_id":"GKQSxYvS3m9qKVac"} -{"name":"Figurine of Wondrous Power Marble Elephant","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Marble Elephant. This marble statuette is about 4 inches high and long. It can become an @Compendium[dnd5e.monsters.jLPhaBnMtAbB5dp1]{Elephant} for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":0.1,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":15,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":7000001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/monster-tusk.jpg","_id":"GP2bvHlxVi30OEmo"} -{"name":"Wand of Paralysis","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a spellcaster)

\n

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.

\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. 211","quantity":1,"weight":1,"price":16000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d6 +1","save":{"ability":"con","dc":15,"scaling":"flat"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-blue.jpg","_id":"GcpXNc4dKUNw0Tk6"} -{"_id":"Gflnp29aEv5Lc1ZM","name":"Cook's Utensils","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\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":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"wis","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/meat.jpg"} -{"_id":"GtKV1b5uqFQqpEni","name":"Padded Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Padded armor consists of quilted layers of cloth and batting. Padded armor offers a comparable level of protection as stiffened leather but is somewhat less encumbering to the wearer.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":8,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"light","value":11,"dex":null},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":100000,"flags":{},"img":"systems/dnd5e/icons/items/armor/leather.webp"} -{"name":"Longsword +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,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","slashing"]],"versatile":"1d10 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-long.jpg","_id":"H6SIiRIig7OMM2Z0"} -{"_id":"H8YCd689ezlD26aT","name":"Backpack","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":300001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/backpack.jpg"} -{"_id":"HF32aZSVw4P0MR4K","name":"Chain Shirt 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":20,"price":6050,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":13,"dex":2,"label":"Armor Value"},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"medium","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":4600001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/scale.webp"} -{"_id":"HL96uZp7rwYXi7fq","name":"Double-Bladed Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

An exotic weapon crafted as two large sweeping blades mounted on either end of a two-handed central hilt.

","chat":"","unidentified":""},"source":"UAWGE pg. 74","quantity":1,"weight":6,"price":"100","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"two":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-curved.jpg"} -{"name":"Elemental Gem of Water","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This emerald contains a mote of elemental energy. When you use an action to break the gem, a @Compendium[dnd5e.monsters.namJz755U1EhvEJa]{Water Elemental} is summoned as if you had cast the @Compendium[dnd5e.spells.1LkZvINag7KqBmDR]{Conjure Elemental} spell, and the gem's magic is lost.

","chat":"","unidentified":""},"source":"DMG pg. 167","quantity":1,"weight":0,"price":960,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gem-green.jpg","_id":"HLEhnzLbpRbYdAHo"} -{"name":"Boots of Levitation","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear these boots, you can use an action to cast the @Compendium[dnd5e.spells.MRxldJd6C4bsBo3O]{Levitate} spell on yourself at will.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3400000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/equipment/boots-leather.jpg","_id":"HLhFCDGfI8EK7uV9"} -{"name":"Blowgun +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":1,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":25,"long":100,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff.webp","_id":"HQJ8tiyyrJJSUSyF"} -{"name":"Mithral Plate Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":65,"price":2300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":18,"dex":0,"label":"Armor Value"},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"heavy","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":4800001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/plate.webp","_id":"HVpXIU0zZw0a4Fb7"} -{"name":"Potion of Diminution","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The red in the potion’s liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it.  Shaking the bottle fails to interrupt this process.

\n

When you drink this potion, you gain the “reduce” effect of the @Compendium[dnd5e.spells.WahI41a3goVUg0x1]{Enlarge/Reduce} spell for 1d4 hours (no concentration required). 

\n

 

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":270,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2800000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-9.jpg","_id":"HY8duCwmvlXOruTG"} -{"_id":"HZp69hhyNZUUCipF","name":"Glass Bottle","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A bottle holds 1½ pints of liquid.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":2,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bottle-empty.jpg"} -{"_id":"HZsvDPmvysQKGzGy","name":"Steel Mirror","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A mirror made of steel.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.5,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/badge-coin.jpg"} -{"name":"Club +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":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/club-spikes.jpg","_id":"HdC66U61pDOknaux"} -{"name":"Spear +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":3,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","piercing"]],"versatile":"1d8 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2700000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/spear.jpg","_id":"HeDP6dL9daVT3uj2"} -{"name":"Ring of Water Elemental Command","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring is linked to the Elemental Plane of Water.

\n

While wearing this ring, you have advantage on attack rolls against @Compendium[dnd5e.monsters.namJz755U1EhvEJa]{Water 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. Spells cast from the ring have a save DC of 17.

\n

Ring of Water Elemental Command. You can expend 2 of the ring's charges to cast @Compendium[dnd5e.spells.eEpy1ONlXumKS1mp]{Dominate Monster} on a Water Elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.

\n

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

\n","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":25000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":5,"max":5,"per":"charges"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-orb.jpg","_id":"HnIERWmmra74hSCw"} -{"name":"Vicious Warhammer","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","bludgeoning"]],"versatile":"1d10 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3800000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/warhammer.webp","_id":"HnJqfKkYXIWo2sp9"} -{"name":"Vorpal Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

\n

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":24000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","slashing"]],"versatile":"1d10 + @mod +3"},"formula":"6d8","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","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":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_16.jpg","_id":"HokQ1loVJTFxt27u"} -{"name":"Splint Armor +1","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":60,"price":1700,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":18,"dex":0},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":850000,"flags":{},"img":"systems/dnd5e/icons/items/armor/splint.webp","_id":"HpEEfZg9PRkXnMi4"} -{"_id":"I0WocDSuNpGJayPb","name":"Battleaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A stout crescent blade mounted on a thick shaft wrapped in a sturdy grip. This axe is large enough to be wielded with two hands and is adorned with spikes upon the back-side of the blade and the top of the shaft.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":"10","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/items/weapons/battleaxe.webp"} -{"name":"Giant Slayer Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":2,"price":7000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-ice.jpg","_id":"I5PWgE4IF40Iv9h4"} -{"name":"Vorpal Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

\n

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":24000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","slashing"]],"versatile":""},"formula":"6d8","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_16.jpg","_id":"I7cOsXsklWkzouHA"} -{"_id":"IBhDAr7WkhWPYLVn","name":"Disguise Kit","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":3,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2800000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/cowl.jpg"} -{"name":"Elemental Gem of Earth","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This yellow diamond contains a mote of elemental energy. When you use an action to break the gem, an @Compendium[dnd5e.monsters.sApYLZj9PTZ40wJr]{Earth Elemental} is summoned as if you had cast the @Compendium[dnd5e.spells.1LkZvINag7KqBmDR]{Conjure Elemental} spell, and the gem's magic is lost.

","chat":"","unidentified":""},"source":"DMG pg. 167","quantity":1,"weight":0,"price":960,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gem-yellow.jpg","_id":"IGwDN9gtYxCrlrCr"} -{"name":"Longsword +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":3,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","slashing"]],"versatile":"1d10 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-long.jpg","_id":"IPkf0XNowClwXnjQ"} -{"name":"Arrow +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Ammunition used for bows of all varieties.  It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.05,"price":400,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"amm":true,"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_07.jpg","_id":"IY5PveXrF7VoFlWg"} -{"_id":"IeM5Ha2cg0RA99q3","name":"Hide Armor +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":12,"price":24010,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":15,"dex":2},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":400000,"flags":{},"img":"systems/dnd5e/icons/items/armor/hide.webp"} -{"name":"Defender Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

\n

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

\n

**Foundry note: the sword's bonus to attack and damage rolls have been included; please remember to manually subtract should the user transfer any of the bonus to their AC.

","chat":"","unidentified":""},"source":"DMG pg. 164","quantity":1,"weight":3,"price":24000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_31.jpg","_id":"Ilyv71AeobM6AvIn"} -{"name":"Ring of Thunder Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a spinel stone that gleams when it catches the light.

\n

You have resistance to thunder damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-ruby.jpg","_id":"IpBBqr0r7JanyVn0"} -{"name":"Ring of Radiant Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a topaz stone that shimmers when it catches the light.

\n

You have resistance to radiant damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-red.jpg","_id":"IrC5LPbWNxlAQoK7"} -{"name":"Crystal Ball","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

The typical Crystal Ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the @Compendium[dnd5e.spells.fVbCxFRaORalHB20]{Scrying} spell (save DC 17) with it.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":7,"price":50000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":4000000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/pearl.jpg","_id":"ItoGjtOtDOQ2noNM"} -{"name":"Wand of the War Mage +3","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a spellcaster)

\n

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

","chat":"","unidentified":""},"source":"DMG pg. 212","quantity":1,"weight":1,"price":19200,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-red.jpg","_id":"IuVaBrq17AqxpXc4"} -{"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,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":20,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/skills/green_17.jpg","_id":"J8gQdJJi5e8LmD7H"} -{"_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,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":17,"dex":2},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":650000,"flags":{},"img":"systems/dnd5e/icons/items/armor/halfplate.webp"} -{"_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,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d4 + 20","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":400001,"flags":{},"img":"systems/dnd5e/icons/items/potions/grand-red.jpg"} -{"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,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":17,"dex":0,"label":"Armor Value"},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"heavy","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":4100000,"flags":{"_sheetTab":"details"},"img":"systems/dnd5e/icons/items/armor/splint.webp","_id":"JNkjtTxYmEC7W34O"} -{"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,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":30,"long":60,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d3","save":{"ability":"wis","dc":15,"scaling":"flat"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_26.jpg","_id":"JRJpKZyamkpa7awv"} -{"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,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2100000,"flags":{},"img":"systems/dnd5e/icons/items/potions/major-red.jpg","_id":"Jj4iFQQGvckx8Wsj"} -{"name":"Greatsword 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":6,"price":2000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"1d4","save":{"ability":"con","dc":15,"scaling":"flat"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/skills/affliction_01.jpg","_id":"JpwuGtFkfrGibQpP"} -{"name":"Cloak of Elvenkind","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

","chat":"","unidentified":""},"source":"DMG pg. 158","quantity":1,"weight":1,"price":5000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Hood must be up."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3900000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/cloak-fur.jpg","_id":"Jvf1NWFxcjfHnMQ5"} -{"_id":"JvoufrTkSDMsS9Sm","name":"Chain (10 feet)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":10,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":20,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":2200001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/whip.webp"} -{"name":"Ring of Feather Falling","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":2000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-silver.jpg","_id":"JyYwliYiWEw2g0yJ"} -{"name":"Vicious Hand Crossbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A lightweight crossbow designed to be held in one hand or strapped to one's wrist to fire light bolts.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"lgt":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1500001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-light.jpg","_id":"K7h4LT03SNt2807z"} -{"_id":"KA2P6I48iOWlnboO","name":"Wand","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A single-handed delicate implement of wood, bone, crystal, or other exotic materials which is commonly used as a focus to assist with arcane spellcasting.

\n

Spellcasting Focus. An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"value":"","foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/staff-green.jpg"} -{"name":"Rapier 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":2,"price":2000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"1d4","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/skills/affliction_01.jpg","_id":"KJYqNZgdkRwPmPMl"} -{"name":"Boots of Elvenkind","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":2500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3400000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/bootsfancy.webp","_id":"KKWBLKQIWHtcpymp"} -{"name":"Ring Mail +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":40,"price":24030,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":17,"dex":0},"strength":0,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":750000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.webp","_id":"KhRhwADrTpol3yTx"} -{"_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,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"str","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/hammer.jpg"} -{"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,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","bludgeoning"]],"versatile":"1d10 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/warhammer.webp","_id":"KvIlZssYEtQ4bvSE"} -{"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,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"1d4","save":{"ability":"con","dc":15,"scaling":"flat"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/skills/affliction_01.jpg","_id":"L4PxYPtYca283sju"} -{"_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,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4 + 4","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/items/potions/major-red.jpg"} -{"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[dnd5e.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. Spells 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[dnd5e.spells.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,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":5,"max":5,"per":"charges"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-red.jpg","_id":"L9KBLub5vfb3mTDz"} -{"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,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/potions/grand-yellow.jpg","_id":"LBQWNqX6hZOKhQ8a"} -{"_id":"LBajgahniRJbAgDr","name":"Spellbook","permission":{"default":0},"type":"loot","data":{"description":{"value":"

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

\n

 

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":3,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/book-purple.jpg"} -{"name":"Ring of Water Walking","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-purple.jpg","_id":"LC5LsQOPwoHQW9Mi"} -{"name":"Adamantine Splint Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":60,"price":700,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":17,"dex":0,"label":"Armor Value"},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"heavy","_deprecated":true,"type":"String","label":"Armor Type"}},"sort":5000001,"flags":{"_sheetTab":"details"},"img":"systems/dnd5e/icons/items/armor/splint.webp","_id":"LDuqUcosOK8Bf76S"} -{"name":"Javelin of Lightning","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

\n

The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

","chat":"","unidentified":""},"source":"DMG pg. 178","quantity":1,"weight":2,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":"inst"},"target":{"value":120,"units":"ft","type":"line"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"],["4d6","lightning"]],"versatile":""},"formula":"4d6","save":{"ability":"dex","dc":13,"scaling":"flat"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":950000,"flags":{},"img":"systems/dnd5e/icons/skills/blue_21.jpg","_id":"LEC1wkaAUnWzDPDD"} -{"name":"Bag of Tricks (Tan)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

\n

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table.

\n

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

\n

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Creature
1@Compendium[dnd5e.monsters.MZYCPIVoBs918qGZ]{Jackal}
2@Compendium[dnd5e.monsters.K5cKmPoFkpuOotis]{Ape}
3@Compendium[dnd5e.monsters.JW8bXggOMBx1S6tF]{Baboon}
4@Compendium[dnd5e.monsters.SXXvwaLBNuzBymp3]{Axe Beak}
5@Compendium[dnd5e.monsters.D5WjGwKskeUT8HXa]{Black Bear}
6@Compendium[dnd5e.monsters.8VXxqeBvN54rPh81]{Giant Weasel}
7@Compendium[dnd5e.monsters.oBXgFDnwGehbpmKN]{Giant Hyena}
8@Compendium[dnd5e.monsters.FayqbnjBMszO6Pat]{Tiger}
","chat":"","unidentified":""},"source":"DMG pg. 154","quantity":1,"weight":0.5,"price":4000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":5,"units":"ft","type":"space"},"range":{"value":20,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"day","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3600000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/pouch-sealed.jpg","_id":"LHaqMvrx3PfSzWMQ"} -{"name":"Handaxe +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,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/handaxe.jpg","_id":"LZcpcR21nte4Yoe2"} -{"_id":"LdAj2ES9EzfnWcA1","name":"Adamantine Scale Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":45,"price":550,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":14,"dex":2,"label":"Armor Value"},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"medium","_deprecated":true,"type":"String","label":"Armor Type"}},"sort":4000000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/scale.webp"} -{"_id":"LiOD83I4MIZlpoQQ","name":"Hunting Trap","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":25,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","piercing"]],"versatile":"1"},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":3700000,"flags":{},"img":"systems/dnd5e/icons/skills/green_14.jpg"} -{"name":"Cloak of Displacement","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn.

\n

This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

","chat":"","unidentified":""},"source":"DMG pg. 158","quantity":1,"weight":3,"price":60000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3900000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/cloak-fur.jpg","_id":"LpD064ilKEeFzVI8"} -{"name":"Dagger +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":1,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/dagger.jpg","_id":"Lr8aRsnia8hftPAb"} -{"name":"Gaming Set of Three-Dragon Ante","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This item is a complete set of Three-Dragon Ante playing cards,  unmarked or marked.

\n

If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":0,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bills.jpg","_id":"LuEZnUnuy1mwDlD1"} -{"name":"Ring Mail +2","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":40,"price":6030,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":16,"dex":0},"strength":0,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":750000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.webp","_id":"M28HYDCueaK7J8u8"} -{"name":"Shield of Missile Attraction","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While holding this shield, you have resistance to damage from ranged weapon attacks.

\n

Curse. This shield is cursed. Attuning to it curses you until you are targeted by the @Compendium[dnd5e.spells.XZhdgVK3cLoxNCQl]{Remove Curse} spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":6,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":"Any ranged attack within 10 ft. of you causes you to be the target."},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"shield","value":2,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/armor/shield.webp","_id":"M5APnDW8bKQb7fHI"} -{"name":"Figurine of Wondrous Power Obsidian Steed","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Obsidian Steed. This polished obsidian horse can become a @Compendium[dnd5e.monsters.5SgVGhQBswgWRwsF]{Nightmare} for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.

\n

If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":0.1,"price":128000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":10,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":7000001,"flags":{},"img":"systems/dnd5e/icons/skills/red_03.jpg","_id":"M5qkJ7erLqWYUHa0"} -{"_id":"M8xM8BLK4tpUayEE","name":"Iron Pot","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

An iron pot holds 1 gallon of liquid.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":8.4,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":4800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/cauldron.jpg"} -{"name":"Universal Solvent","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including Sovereign Glue.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"ft","type":"square"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/liquid-purple.jpg","_id":"MAwoj2suj6cvb9Ti"} -{"name":"Boots of Speed","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.

\n

When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":"Click the heels together."},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3400000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/boots-plain.jpg","_id":"MCMSZrhcD40oMJ9v"} -{"name":"Dragon Slayer Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.

","chat":"","unidentified":""},"source":"DMG pg. 166","quantity":1,"weight":2,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_06.jpg","_id":"MFd96UkSs5g9QO78"} -{"name":"Efficient Quiver","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

Wondrous item

\n

Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds.

\n

The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.

\n

You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.

","chat":"","unidentified":""},"source":"DMG pg. 189","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"capacity":{"type":"items","value":84,"weightless":true},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"attributes":{"spelldc":10},"damage":{"parts":[]}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/arrows.jpg","_id":"MLNzQUsVUi0PEV3i"} -{"name":"Staff of the Python","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a cleric, druid, or warlock)

\n

You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a @Compendium[dnd5e.monsters.NpvwE1feOHyEqAbP]{Giant Constrictor Snake} under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.

\n

On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

\n

If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.

","chat":"","unidentified":""},"source":"DMG pg. 204","quantity":1,"weight":4,"price":2000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff-vine.jpg","_id":"MOeFq5MLAQzVQC7z"} -{"_id":"MSO3JxK8578xSh6x","name":"Chain Shirt +1","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":1550,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":14,"dex":2},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":500000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.webp"} -{"name":"Figurine of Wondrous Power Golden Lions","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Golden Lions. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a @Compendium[dnd5e.monsters.hjhERRzafCiFFVLA]{Lion} for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed.

","chat":"","unidentified":""},"source":"DMG pg. 169","quantity":1,"weight":0.1,"price":1200,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":2,"max":2,"per":"charges","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":7000001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/monster-paw.jpg","_id":"Minr6xegwoHFvAjG"} -{"_id":"Mj8fTo5VZKJJ7uMv","name":"Sling Bullet of Slaying","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A Bullet of Slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both Bullets of Dragon Slaying and Bullets of Blue Dragon Slaying. If a creature belonging to the type, race, or group associated with a Bullet of Slaying takes damage from the bullet, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 bludgeoning damage on a failed save, or half as much extra damage on a successful one.

\n

Once a Bullet of Slaying deals its extra damage to a creature, it becomes a nonmagical bullet.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":0.075,"price":600,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"con","dc":17,"scaling":"flat"},"weaponType":"ammo","properties":{"amm":true,"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":4100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bullet.jpg"} -{"name":"Hand Crossbow +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":3,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"lgt":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1500001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-light.jpg","_id":"MnX9soPEMNsCtpv7"} -{"name":"Glaive +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":6,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/glaive.webp","_id":"Mt2WB1W9nDWO4d16"} -{"name":"Blowgun +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":1,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":25,"long":100,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff.webp","_id":"N8XNP3vjVZmM2r9S"} -{"name":"Animated Shield","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 151","quantity":1,"weight":6,"price":6000,"attuned":false,"equipped":false,"rarity":"Very Rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":"Command Word"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"shield","value":0,"dex":0,"label":"Armor Value"},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":5300001,"flags":{"_sheetTab":"description","betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/badge-sword.jpg","_id":"NG8BlE2nwYJxCjWO"} -{"name":"Ioun Stone of Absorption","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Absorption. While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.

\n

Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":2400,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":20,"max":20,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gem-purple.jpg","_id":"NGVEouqK0I6J6jV5"} -{"name":"Ring Mail +1","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":40,"price":1530,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":15,"dex":0},"strength":0,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":750000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.webp","_id":"NM1dPyKwHw2DyUWA"} -{"name":"Belt of Cloud Giant Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, your Strength score changes to 27. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":18000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3200000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/belt-gems.jpg","_id":"NRj0lC3SM03s1YB3"} -{"name":"Sling Bullet +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A hardened pebble of stone, bone, or metal which can be flung at high velocity using a sling. It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.075,"price":25,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 +@mod +1","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"value":"","amm":true,"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":4200000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/bullet.jpg","_id":"NYIib9KEYDUFe9GY"} -{"name":"Prayer Wheel","permission":{"default":0},"type":"loot","data":{"description":{"value":"

An aid for the faithful, this cylinder can be turned on a spindle made of metal, wood, bone, stone, leather, or coarse cotton as the user follows mantra or cantation carved or inlaid upon it. 

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.5,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4500000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/drum.jpg","_id":"Nd4r4hocpfu6fYDP"} -{"name":"Shield +1","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While holding this shield, you have a bonus to AC of +1. This bonus is in addition to the shield's normal bonus to AC.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":6,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"shield","value":3,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/badge-shield.jpg","_id":"NgwrqNa6kkgoPW2Q"} -{"name":"Feather Token Tree","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Feather Token
01-20Anchor
21-35Bird
36-50Fan
51-65Swan boat
66-90Tree
91-00Whip
\n

Tree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0,"price":250,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":5,"units":"ft","type":"space"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/feather-green-stripe.jpg","_id":"NjTgPn2o0M1TGk93"} -{"name":"Frost Brand Longsword","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":3,"price":2200,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"],["1d6","cold"]],"versatile":"1d10 + @mod + 1d6"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","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":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/skills/weapon_07.jpg","_id":"NmZMx2u6bHpRyGUa"} -{"name":"Morningstar +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":4,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2100001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","_id":"NrHboku9vJO5FGiY"} -{"name":"Musical Instrument: Dulcimer","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A dulcimer 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 spellcasting focus. Each type of musical instrument requires a separate proficiency. 

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":10,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/lute.jpg","_id":"NtdDkjmpdIMiX7I2"} -{"name":"Spell Scroll 9th Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

\n

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 19. On a failed check, the spell disappears from the scroll with no other effect.

\n

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 19
Attack bonus: +11.

\n

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":5120,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":"Spell must be on the caster's spell list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":11,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/scroll-secret.jpg","_id":"O4YbkJkLlnsgUszZ"} -{"_id":"OG4nBBydvmfWYXIk","name":"Spear","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2700000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/spear.jpg"} -{"name":"Wand of the War Mage +1","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a spellcaster)

\n

While holding this wand, you gain a bonus to spell attack rolls of +1. In addition, you ignore half cover when making a spell attack.

","chat":"","unidentified":""},"source":"DMG pg. 212","quantity":1,"weight":1,"price":1200,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-red.jpg","_id":"OPbdSlrhkUDNpgcS"} -{"name":"Belt of Frost Giant Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, your Strength score changes to 23. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

\n

The Belt of Stone Giant Strength and the Belt of Frost Giant Strength look different, but they have the same effect.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":8000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3200000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/belt-cloth.jpg","_id":"ORKf6RRcalrdD6Qp"} -{"name":"Nine Lives Stealer Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

\n

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

\n

Foundry note: the 9 charges reflect a fully charged blade. Please adjust accordingly as required.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":2,"price":8000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Critical hit on a creature of 100 hit points or less. Undead and constructs are immune."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":9,"max":9,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/skills/shadow_13.jpg","_id":"OUGMoQYeJzxEcRvm"} -{"name":"Brazier of Commanding Fire Elementals","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

While a fire burns in this brazier, you can use an action to speak the brazier's command word and summon a @Compendium[dnd5e.monsters.8SMQl75HLjhuSeau]{Fire Elemental}, as if you had cast the @Compendium[dnd5e.spells.1LkZvINag7KqBmDR]{Conjure Elemental} spell. The brazier can't be used this way again until the next dawn.

\n

The brazier weighs 5 pounds.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":5,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3700000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/fire_01.jpg","_id":"OcjcplcUWH07Kn9k"} -{"_id":"OjkIqlW2UpgFcjZa","name":"Plate Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":65,"price":1500,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"heavy","value":18,"dex":0},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/items/armor/plate.webp"} -{"_id":"OojyyGfh91iViuMF","name":"Rod","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

An intricately carved or shaped rod of bone, stone, metal, or more exotic materials. Such rods are used by spellcasters to focus their attention and arcane energy.

\n

Spellcasting Focus. An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":true,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/rod.jpg"} -{"name":"Greatclub +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":10,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"two":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1400001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/greatclub.webp","_id":"Or3kVfJ0Fbr33ARS"} -{"name":"Dwarven Plate","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While wearing this plate armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

","chat":"","unidentified":""},"source":"DMG pg. 167","quantity":1,"weight":65,"price":9000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":20,"dex":0},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/armor/plate.webp","_id":"OwqRt1pVLhdMQa0d"} -{"name":"Maul +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":10,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/maul.jpg","_id":"P8f9o36qxagW2uRW"} -{"name":"Talisman of Ultimate Evil","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement by a creature of good alignment)

\n

This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.

\n

If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.

\n

The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":0.1,"price":61440,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":6,"max":6,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","necrotic"]],"versatile":"8d6"},"formula":"","save":{"ability":"dex","dc":20,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":400000,"flags":{},"img":"systems/dnd5e/icons/skills/blood_10.jpg","_id":"PAXfmZ2ErDlCVy0N"} -{"name":"Greataxe +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":7,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/greataxe.jpg","_id":"PAa2EG5kzmqxcp46"} -{"name":"Totem","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A totem incorporating feathers, fur, bones, and teeth from an animal sacred to the user. Those who heed nature's call are able to harness this to call forth the incredible power of nature.

\n

Spellcasting Focus. A druidic focus is a special item designed to channel the power of spells from the druid's spell list. A druid can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":true,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1000000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/necklace-teeth.jpg","_id":"PGL6aaM0wE5h0VN5"} -{"name":"Morningstar +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":4,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2100001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","_id":"PKpftwMAn88gfLi7"} -{"name":"Gloves of Swimming and Climbing","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":2,"price":2000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/skills/emerald_05.jpg","_id":"PRhtLbRLb9LjHZG7"} -{"_id":"PUMfwyVUbtyxgYbD","name":"Leatherworker's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\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":5,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2400000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/gloves.jpg"} -{"_id":"PV0sn2Nlr8CNn4W9","name":"Magnifying Glass","permission":{"default":0},"type":"loot","data":{"description":{"value":"

This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":0,"price":100,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/mechanical-part.jpg"} -{"_id":"PanSr5EbqlfpSvwK","name":"Two-Person Tent","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A simple and portable canvas shelter, a tent sleeps two.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":20,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/cloth-green.jpg"} -{"name":"Ioun Stone of Agility","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Agility. Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":3000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gem-red.jpg","_id":"Q4Iy6hqREsbk9yG7"} -{"name":"Manual of Quickness of Action","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This book contains coordination and balance 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 Dexterity 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,"attuned":false,"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,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":false,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/book-blue.jpg","_id":"Q4jmng3i9Lb2nL5F"} -{"name":"Ring of Psychic Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a jade stone that gleams when it catches the light.

\n

You have resistance to psychic damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-gold.jpg","_id":"Q7E6MgPzVkwBeZ6l"} -{"name":"Greatsword of Sharpness","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.

\n

When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

\n

In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":6,"price":1700,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":20,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"4d6","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_03.jpg","_id":"QB4CFMTLR6JlD7Kq"} -{"_id":"QKTyxoO0YDnAsbYe","name":"Whip","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A tensile lash made of leather, cord, or chain which can lash out at nearby enemies, dealing lacerations and harrying them from a distance.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"rch":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3900000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/whip.webp"} -{"name":"Vicious Handaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This one-handed axe is light and balanced for throwing while remaining useful in hand combat.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/handaxe.jpg","_id":"QM3gdsL0eaAus7XT"} -{"_id":"QRCsxkCwWNwswL9o","name":"Greatclub","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A larger variant of the simple club, a hefty wooden shaft with an enormous knot of wood upon the end deals crippling bludgeoning damage to unfortunate foes.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":10,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"simpleM","properties":{"two":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":1400001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/greatclub.webp"} -{"_id":"QXmaarJ4X8P0C1HV","name":"Hempen Rope (50 ft.)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":10,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":4000000,"flags":{"adnd5e":{"itemInfo":{"type":"item","idx":8}}},"img":"systems/dnd5e/icons/items/inventory/rope.jpg"} -{"name":"Brass Horn of Valhalla","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a Berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

\n

Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Horn TypeBerserkers SummonedRequirement
01-40Silver2d4 + 2None
41-75Brass3d4 + 3Proficiency with all simple weapons
76-90Bronze4d4 + 4Proficiency with all medium armor
91-00Iron5d4 + 5Proficiency with all martial weapons
\n

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":3,"price":8400,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d4 +3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":400000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/horn.jpg","_id":"QYJyQCnIQeLiMrmJ"} -{"name":"Handaxe +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":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/handaxe.jpg","_id":"Qfi5Rsuun3reqYmf"} -{"name":"Ring of Protection","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to AC and saving throws while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":3500,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-silver.jpg","_id":"QtmVEreNIWEVOoLR"} -{"name":"Boots of the Winterlands","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:

\n","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":1,"price":10000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3400000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/boots.webp","_id":"RDPFmUR9exTEXFc8"} -{"_id":"REBWkTKe6lJaIkpn","name":"Soap","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Used to clean and wash.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/soap.jpg"} -{"_id":"RMi9efrW9ouHVLI2","name":"Book","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/book-diary.jpg"} -{"name":"War Pick +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,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"value":"","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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/pick.jpg","_id":"RbC0UCqAnQcIPIXZ"} -{"name":"Greatsword +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":6,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-great.jpg","_id":"RfEZvwcLwe6Ih0LQ"} -{"_id":"RiOeHR2qaYktz5Ys","name":"Iron Spike","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A spike of 10 inches long made of iron. Can be improvised to block doors. Usually sold in bundles of 10.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.5,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":4700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/stake.jpg"} -{"_id":"RmP0mYRn2J7K26rX","name":"Heavy Crossbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A large crossbow mounted on a sturdy block of wood which is loaded using a hand crank and fires thick steel bolts with deadly acceleration that punches through armor and flesh.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":18,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":1600001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-heavy.jpg"} -{"name":"Chain Mail +1","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":55,"price":1575,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":17,"dex":0},"strength":13,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.webp","_id":"Rn9gt6JGULtx9Zvz"} -{"name":"Lance","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A shining steel tip to puncture the hardiest of foe's defences, driven in by the force of a galloping steed. Although best suited for mounted combat, the lance can be brought to lethal effect on foot in the right hands.

\n

Special. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":6,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":true,"rel":false,"ret":false,"spc":true,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3100000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_02.jpg","_id":"RnuxdHUAIgxccVwj"} -{"name":"Rapier +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":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-short.jpg","_id":"S7AhpCPDBGUBbg7b"} -{"name":"Dragon Slayer Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.

","chat":"","unidentified":""},"source":"DMG pg. 166","quantity":1,"weight":2,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","piercing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_06.jpg","_id":"S7TrIOlE600KIOUx"} -{"_id":"SItCnYBqhzqBoaWG","name":"Crossbow Bolt","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This ammunition is used for all varieties of crossbow and is typically a short metal shaft with a narrow piercing tip.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.075,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"amm":true,"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":4400000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bolt.webp"} -{"_id":"SK2HATQ4abKUlV8i","name":"Breastplate","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":20,"price":400,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"medium","value":14,"dex":2},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":650000,"flags":{},"img":"systems/dnd5e/icons/items/armor/halfplate.webp"} -{"_id":"STxsp9Ao3pS2T4gt","name":"Studded Leather Armor +1","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":13,"price":1545,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":13,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/items/armor/studded.webp"} -{"name":"Dragon Slayer Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.

","chat":"","unidentified":""},"source":"DMG pg. 166","quantity":1,"weight":3,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","slashing"]],"versatile":"1d10 + @mod +1"},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","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":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_06.jpg","_id":"SXjs8JghAPBv7d6j"} -{"name":"Ring of Force Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a sapphire stone that sparkles when it catches the light.

\n

You have resistance to force damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-purple.jpg","_id":"ScxK8YNU5dWELhlQ"} -{"name":"Heavy Crossbow +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":18,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1600001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-heavy.jpg","_id":"Sj4zEvuGcSV6anKm"} -{"name":"Shortsword 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":2,"price":2000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"1d4","save":{"ability":"con","dc":15,"scaling":"flat"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/skills/affliction_01.jpg","_id":"SpbjbMMoJiva2zOa"} -{"name":"Bead of Force","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together.

\n

You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.

\n

An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.

","chat":"","unidentified":""},"source":"DMG pg. 154","quantity":1,"weight":0.06,"price":960,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"5d4","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":3000000,"flags":{},"img":"systems/dnd5e/icons/skills/blue_33.jpg","_id":"SqTtbBCfiEsmZ36N"} -{"_id":"SsAmWV6YBqeOFihT","name":"Traveler's Clothes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

A set of clothes worn by travellers.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":4,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/tunic.jpg"} -{"_id":"SuQmsJfxyJl2hPcM","name":"Whetstone","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Whetstone is a sharpening stone. It is used to sharpen the edges of steel tools and implements through grinding and honing.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":1,"price":0.01,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/whetstone.jpg"} -{"_id":"Sx5E6utixHdAbGNb","name":"Acid (vial)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":1,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":20,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoUse":true,"autoDestroy":true},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"improvised weapon","critical":null,"damage":{"parts":[["2d6+@mod","acid"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":100001,"flags":{},"img":"systems/dnd5e/icons/items/potions/grand-green.jpg"} -{"_id":"SypSoinJkES0o5FB","name":"Glamoured Studded Leather","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":13,"price":2000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":"Command word."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":13,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/items/armor/studded.webp"} -{"_id":"SztwZhbhZeCqyAes","name":"Alchemist's supplies","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\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":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"sort":500000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/inventory/herbalism-kit.jpg"} -{"_id":"TIV3B1vbrVHIhQAm","name":"Studded Leather Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":13,"price":45,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"light","value":12,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/items/armor/studded.webp"} -{"name":"Vicious Trident","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A multi-pronged spear designed to impale a target in multiple locations, pinning them in place. Often used in combination with a net to entrap and harass foes.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":4,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"1d8 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3500000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_13.jpg","_id":"TMqS62qjBCveT1Ss"} -{"name":"Stone of Controlling Earth Elementals","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

If the stone is touching the ground, you can use an action to speak the stone's command word and summon an @Compendium[dnd5e.monsters.sApYLZj9PTZ40wJr]{Earth Elemental}, as if you had cast the @Compendium[dnd5e.spells.1LkZvINag7KqBmDR]{Conjure Elemental} spell. The stone can't be used this way again until the next dawn.

\n

The stone weighs 5 pounds.

","chat":"","unidentified":""},"source":"DMG pg. 205","quantity":1,"weight":5,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/runestone-carved.jpg","_id":"TWFS1BtruQeE10BY"} -{"name":"Alchemy Jug","permission":{"default":0},"type":"consumable","data":{"description":{"value":"
Wondrous item
\n
 
\n
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
\n
 
\n
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. 
\n
 
\n
Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn. 
\n

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LiquidMax Amount
Acid8 ounces
Basic poison1/2 ounce
Beer4 gallons
Honey1 gallon
Mayonnaise2 gallons
Oil1 quart
Vinegar2 gallons
Water, fresh8 gallons
Water, salt12 gallons
Wine1 gallon
\n
","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":12,"price":6000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/jug.jpg","_id":"TZggpdbOYqOCG7mY"} -{"name":"Potion of Frost Giant Strength","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 23 for 1 hour.  The potion has no effect on you if your Strength is equal to or greater than that score.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":1200,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3000000,"flags":{},"img":"systems/dnd5e/icons/items/potions/grand-blue.jpg","_id":"TevMHicE3A70AlmP"} -{"name":"Carpet of Flying","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.

\n

Four sizes of carpet of flying exist. The GM chooses the size of a given carpet or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100SizeCapacityFlying Speed
01-203 ft. x 5 ft.200 lb.80 feet
21-554 ft. x 6 ft.400 lb.60 feet
56-805 ft. x 7 ft.600 lb.40 feet
81-1006 ft. x 9 ft.800 lb.30 feet
\n

A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.

","chat":"","unidentified":""},"source":"DMG pg. 157","quantity":1,"weight":10,"price":12000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/cloak-pink.jpg","_id":"TjWk2mpNXjDdfIDM"} -{"_id":"Tobce1hexTnDk4sV","name":"Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A thin tensile metal blade, light in weight but long in reach designed for quick darting attacks to target weak points in enemy defenses with lightning swiftness.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":"25","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"fin":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-short.jpg"} -{"_id":"TqyvIglHDj5kfohR","name":"Piton","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A metal spike that is drive into a seam in a climbing surface with a climbing hammer. It can also be used like iron spikes to block doors in a pinch.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.25,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":4300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/stake.jpg"} -{"name":"Crystal Ball of Mind Reading","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

The Crystal Ball is about 6 inches in diameter. While touching it, you can cast the @Compendium[dnd5e.spells.fVbCxFRaORalHB20]{Scrying}spell (save DC 17) with it.

\n

You can use an action to cast the @Compendium[dnd5e.spells.ppWAAEul0QHtm4er]{Detect Thoughts} spell (save DC 17) while you are Scrying with the Crystal Ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this Detect Thoughts to maintain it during its duration, but it ends if Scrying ends.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":7,"price":60000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":4000000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/element-air.jpg","_id":"TwYeck6buBZ602mg"} -{"name":"Eyes of the Eagle","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

","chat":"","unidentified":""},"source":"DMG pg. 168","quantity":1,"weight":0.01,"price":2500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/skills/shadow_11.jpg","_id":"U4PI6l96QJUk6TGb"} -{"name":"Robe of Eyes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:

\n\n

The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.

\n

A @Compendium[dnd5e.spells.Bnn9Nzajixvow9xi]{Light} spell cast on the robe or a @Compendium[dnd5e.spells.BP3GCwa66IAw1yTG]{Daylight} spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":1,"price":30000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"flat"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_09.jpg","_id":"U74TPNQLJZbHJyCk"} -{"name":"Battleaxe +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":4,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","slashing"]],"versatile":"1d10 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/battleaxe.webp","_id":"UAXu4MNvAvaKz9JO"} -{"name":"Holy Avenger Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a paladin)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

\n

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":3,"price":165000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod + 3","slashing"]],"versatile":""},"formula":"2d10","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/skills/light_05.jpg","_id":"ULL5nkyN3WzazI4l"} -{"name":"Staff of Striking","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.

\n

The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

\n

Foundry note: the Other Formula button has been configured to roll 1d6. Use to calculate any additional force damage and the staff's recharge rate at dawn (+4) as required.

","chat":"","unidentified":""},"source":"DMG pg. 203","quantity":1,"weight":4,"price":21000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":10,"max":10,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","bludgeoning"]],"versatile":"1d8 + @mod +3"},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","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":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff.webp","_id":"URun3vYrXKJJdAJe"} -{"_id":"UT8zCwmdXVQlBiyl","name":"Leather Armor +2","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":10,"price":6010,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":13,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":200000,"flags":{},"img":"systems/dnd5e/icons/items/armor/leather.webp"} -{"name":"Vicious Club","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A stout knob of wood forms a simple, but effective, cudgel. These weapons are used to bludgeon foes, bruising flesh and breaking bones.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":400000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/club-spikes.jpg","_id":"UctSPehpKb4lJQGr"} -{"name":"Feather Token Swan Boat","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Feather Token
01-20Anchor
21-35Bird
36-50Fan
51-65Swan boat
66-90Tree
91-00Whip
\n

Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot- wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0,"price":3000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/feather-white.jpg","_id":"UgnUJhu0tW1tLt7g"} -{"_id":"UkWdyJYQTfVX2cJW","name":"Bullseye Lantern","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":2,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":120,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/lantern.jpg"} -{"name":"Adamantine Ring Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":40,"price":530,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":14,"dex":0},"strength":0,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":200000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.webp","_id":"UpHAWqwifZpiZzns"} -{"_id":"UrH3sMdnUDckIHJ6","name":"Flail","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A set of chain-linked spiked balls lashed to a stout wooden shaft. The flail deals devastating damage when whirled in a deadly arc.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+@mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":1200001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg"} -{"_id":"Uv0ilmzbWvqmlCVH","name":"Waterskin","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A leather hide sewn into an enclosed skin which can contain up to 4 pints of liquid. It weighs 5 pounds when full; a pint of water is approximately 1 pound.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":4,"max":4,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"food","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/waterskin.jpg"} -{"name":"Manual of Golems","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a Manual of Golems and attempts to read it takes 6d6 psychic damage.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d20GolemTimeCost
1-5@Compendium[dnd5e.monsters.YOqhbf8WsX0jH9Fu]{Clay Golem}30 days65,000 gp
6-17@Compendium[dnd5e.monsters.Hm4o2FgPZsdbXjLq]{Flesh Golem}60 days50,000 gp
18@Compendium[dnd5e.monsters.h98AuPfomEPcCibP]{Iron Golem}120 days100,000 gp
19-20@Compendium[dnd5e.monsters.z3gSIXHHWYaHjfBT]{Stone Golem}90 days80,000 gp
\n

To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.

\n

Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.

","chat":"","unidentified":""},"source":"DMG pg. 180","quantity":1,"weight":1,"price":35000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"special","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/book-blue.jpg","_id":"UxkP6FvDzPbsIY6o"} -{"_id":"V13fjV5oSmvbRdgP","name":"Mess Kit","permission":{"default":0},"type":"loot","data":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{"adnd5e":{"itemInfo":{"type":"item","idx":4}}},"img":"systems/dnd5e/icons/items/inventory/fork.jpg"} -{"_id":"V5UAjT3ed6sDNtgm","name":"Crowbar","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":1000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/pick.jpg"} -{"name":"Scimitar +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":3,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-curved.jpg","_id":"VGtyTdVLoWls8FL5"} -{"name":"Scimitar +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":3,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-curved.jpg","_id":"VHYy3ZsJNPUo1SIx"} -{"name":"Wand of Secrets","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 211","quantity":1,"weight":1,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"units":"","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d3","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-vine.jpg","_id":"VQ6NWjWV37wiB29O"} -{"name":"Vicious Light Crossbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A small crossbow with a wooden haft and a tense cord which is capable of firing a single bolt which can puncture even heavy armor at close range.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":5,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"lgt":false,"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2800000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-light.jpg","_id":"VQAUcjn1qdwW3MeU"} -{"_id":"VRT5GEusTFstOZdF","name":"Hide 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":""},"source":"DMG pg. 152","quantity":1,"weight":12,"price":6010,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":12,"dex":2},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":400000,"flags":{},"img":"systems/dnd5e/icons/items/armor/hide.webp"} -{"name":"Plate Armor +2","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":65,"price":7500,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":20,"dex":0},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/items/armor/plate.webp","_id":"VTc5McIjCm40KPIz"} -{"name":"Vicious Morningstar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A viciously spiked metal orb mounted upon the end of a stout haft makes for a deadly weapon which can puncture armor and flesh alike.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":4,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+@mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2100001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","_id":"Vm6SuX6TkDvSIVGr"} -{"name":"Restorative Ointment","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

\n

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

\n

Foundry note: the 5 charges reflect the maximum number of doses possible. Similarly, the guide price of 600 gp is calculated at 120 gp per dose. Adjust both as required.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":0.5,"price":600,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"The ointment needs to be swallowed or applied to the skin."},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":5,"max":5,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8 +2","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/liquid-orange.jpg","_id":"VmcgAIsRCyrjBguC"} -{"name":"Cloak of Arachnida","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:

\n","chat":"","unidentified":""},"source":"DMG pg. 158","quantity":1,"weight":3,"price":5000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":40,"units":"ft","type":"cube"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"ability":"","actionType":"save","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3900000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/equipment/cloak-fur.jpg","_id":"VwJjuNbBf2KHMPrY"} -{"_id":"W1kDsFekjroIywuz","name":"Studded Leather 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":""},"source":"DMG pg. 152","quantity":1,"weight":13,"price":6045,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":12,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/items/armor/studded.webp"} -{"_id":"WCafDVKITxwnlf2x","name":"Spyglass","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Objects viewed through a spyglass are magnified to twice their size.

\n

 

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":1000,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/dnd5e/icons/skills/emerald_11.jpg"} -{"_id":"WFQS2vT8ddrFjTJg","name":"Parchment","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A single sheet of heavier parchment paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/parchment.jpg"} -{"name":"Staff of Healing","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a bard, cleric, or druid)

\n

This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: @Compendium[dnd5e.spells.uUWb1wZgtMou0TVP]{Cure Wounds} (1 charge per spell level, up to 4th), @Compendium[dnd5e.spells.F0GsG0SJzsIOacwV]{Lesser Restoration} (2 charges), or @Compendium[dnd5e.spells.Pyzmm8R7rVsNAPsd]{Mass Cure Wounds} (5 charges).

\n

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.

\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 202","quantity":1,"weight":4,"price":13000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":10,"max":10,"per":"charges"},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +4","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff-green.jpg","_id":"WLVQJVpCWiPkCAtZ"} -{"name":"Spear +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":3,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":"1d8 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2700000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/spear.jpg","_id":"WNdN2mBF3O7ZNcMp"} -{"name":"Ring of Acid Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a pearl that shimmers when it catches the light.

\n

You have resistance to acid damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-iron.jpg","_id":"WO8DLfz3G2QZ5njs"} -{"_id":"WPWszFTGzmdIuDRJ","name":"Flask of Holy Water","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a target creature, treating the holy water as an Improvised Weapon. If the target is a fiend or Undead, it takes 2d6 radiant damage. A Cleric or Paladin may create holy water by performing a Special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":"Target must be a fiend or undead."},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":20,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":1300001,"flags":{},"img":"systems/dnd5e/icons/items/potions/minor-empty.jpg"} -{"name":"Flame Tongue Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":6,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":7100001,"flags":{},"img":"systems/dnd5e/icons/skills/fire_13.jpg","_id":"WWb4vAmh18sMAxfY"} -{"name":"Shield +3","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While holding this shield, you have a bonus to AC of +3. This bonus is in addition to the shield's normal bonus to AC.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":6,"price":24000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"shield","value":5,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/badge-skull.jpg","_id":"WfqBg3yBNoJQtVEB"} -{"name":"Deck of Illusions","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 − 1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.

\n

An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.

\n

The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Playing CardIllusion
Ace of hearts@Compendium[dnd5e.monsters.ZyIBOoZZD0nDaO2s]{Adult Red Dragon}
King of hearts@Compendium[dnd5e.monsters.D5UqYD1EnTrJaMTO]{Knight} and four @Compendium[dnd5e.monsters.E9CvDPDg5dFEpVjS]{Guard}s
Queen of heartsSuccubus or Incubus
Jack of hearts@Compendium[dnd5e.monsters.K15Yl8JmB5iPircc]{Druid}
Ten of hearts@Compendium[dnd5e.monsters.Aw2wmqGIatxe2ImI]{Cloud Giant}
Nine of hearts@Compendium[dnd5e.monsters.KLCkHep28HBfdsky]{Ettin}
Eight of hearts@Compendium[dnd5e.monsters.QtJairF0h18BRhEM]{Bugbear}
Two of hearts@Compendium[dnd5e.monsters.TjWQOgI3A4UAl7lC]{Goblin}
Ace of diamondsBeholder
King of diamonds@Compendium[dnd5e.monsters.B7lBOr1AahNZs4a6]{Archmage} and Mage Apprentice
Queen of diamonds@Compendium[dnd5e.monsters.xvh2UOKv1bh03Gih]{Night Hag}
Jack of Diamonds@Compendium[dnd5e.monsters.EMvcuOpu7ABCmBWi]{Assassin}
Ten of diamonds@Compendium[dnd5e.monsters.45Z5kogZEhawX1Ey]{Fire Giant}
Nine of diamondsOgre Mage
Eight of diamonds@Compendium[dnd5e.monsters.R2GPY9BhRmmwZwkh]{Gnoll}
Two of diamonds@Compendium[dnd5e.monsters.5ngbctIMeEnuC1p1]{Kobold}
Ace of spades@Compendium[dnd5e.monsters.bfh29vIEoGzI240e]{Lich}
King of spades@Compendium[dnd5e.monsters.PVD5wRdyO7iCJPs1]{Priest} and two @Compendium[dnd5e.monsters.CHEUjiYrVM9X0vIT]{Acolyte}s
Jack of spades@Compendium[dnd5e.monsters.J8xjoG4Dxb8WkHtV]{Veteran}
Ten of spades@Compendium[dnd5e.monsters.Buxe6dDK5Mw7kxe6]{Frost Giant}
Nine of spades@Compendium[dnd5e.monsters.ZHAFrnCwCz17dmLc]{Troll}
Eight of spades@Compendium[dnd5e.monsters.pYXovIksKvzswLCu]{Hobgoblin}
Two of spades@Compendium[dnd5e.monsters.TjWQOgI3A4UAl7lC]{Goblin}
Ace of clubs@Compendium[dnd5e.monsters.h98AuPfomEPcCibP]{Iron Golem}
King of clubs@Compendium[dnd5e.monsters.rb7OJt822wIO52qY]{Bandit Captain} and three @Compendium[dnd5e.monsters.n4TEv7inVUkyZviN]{Bandit}s
Queen of clubs@Compendium[dnd5e.monsters.3o2rQBqpzjIHmrBW]{Erinyes}
Jack of clubs@Compendium[dnd5e.monsters.kz1t6xeXVwODpYb2]{Berserker}
Ten of clubs@Compendium[dnd5e.monsters.9g4N9sjyh8Ql46to]{Hill Giant}
Nine of clubs@Compendium[dnd5e.monsters.eIGowKTkEBC9gUzx]{Ogre}
Eight of clubs@Compendium[dnd5e.monsters.LBf4Yyuv0i8pALW7]{Orc}
Two of clubs@Compendium[dnd5e.monsters.5ngbctIMeEnuC1p1]{Kobold}
Joker (2)You (the deck's owner)
\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":0.1,"price":6120,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":36,"max":36,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":15,"scaling":"flat"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/bills.jpg","_id":"Wk7EOYoY3b2tgGoS"} -{"name":"Whip +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":3,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"rch":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/whip.webp","_id":"WlPzuxaVnYzxzDEC"} -{"name":"Tome of Understanding","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This book contains intuition and insight 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 Wisdom 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. 209","quantity":1,"weight":1,"price":100000,"attuned":false,"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,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":false,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/book-grey.jpg","_id":"WnKWD1FuAFUE7f4v"} -{"name":"Ring Mail 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":""},"source":"DMG pg. 152","quantity":1,"weight":40,"price":6030,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":14,"dex":0},"strength":0,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":750000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.webp","_id":"Wo2Dkh191C4VmLmg"} -{"_id":"Wv7HzD6dv1P0q78N","name":"Basket","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A basket holds 2 cubic feet or 40 pounds of gear.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":2,"price":0.4,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":40,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":600001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/cage.jpg"} -{"_id":"WwdpHLXGX5r8uZu5","name":"Leather Armor","permission":{"default":0},"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,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"light","value":11,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":200000,"flags":{},"img":"systems/dnd5e/icons/items/armor/leather.webp"} -{"_id":"X5knPtrQAT8GePJ4","name":"Miner's Pick","permission":{"default":0},"type":"loot","data":{"description":{"value":"

It is a hand tool with a hard head atached perpendiocular to the handle.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":10,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4100000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/pickaxe.jpg"} -{"name":"Luck Blade Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

\n

Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

\n

Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the @Compendium[dnd5e.spells.3okM6Gn63zzEULkz]{Wish} spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":3,"price":210000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +1","slashing"]],"versatile":"1d10 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","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":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_10.jpg","_id":"X6PHssSGnwiJRgcx"} -{"name":"Figurine of Wondrous Power Serpentine Owl","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Serpentine Owl. This serpentine statuette of an owl can become a @Compendium[dnd5e.monsters.TWe8OKEc59XXINGh]{Giant Owl} for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":0.1,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":10,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":7000001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/feather-green.jpg","_id":"XEH5YErAN1WSytln"} -{"_id":"XGAWqtmhK6SYBL6A","name":"Goggles of Night","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

","chat":"","unidentified":""},"source":"DMG pg 172","quantity":1,"weight":0.3,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/skills/shadow_12.jpg"} -{"name":"Light Hammer +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,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/hammer-light.jpg","_id":"XIpJkxbySJxm6hoU"} -{"name":"Ring of Lightning Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a citrine stone that glints when it catches the light.

\n

You have resistance to lightning damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-orange.jpg","_id":"XJ8CG4UvLELCmOi2"} -{"_id":"XJFqU9COdk4ycFa2","name":"Hide Armor +2","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":12,"price":6010,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":14,"dex":2},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":400000,"flags":{},"img":"systems/dnd5e/icons/items/armor/hide.webp"} -{"_id":"XKnDE8DTrJxIkVCF","name":"Padded Armor +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":8,"price":24005,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":14,"dex":null},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":100000,"flags":{},"img":"systems/dnd5e/icons/items/armor/leather.webp"} -{"_id":"XVK6TOL4sGItssAE","name":"Light Hammer","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This sturdy hammer is small enough to be nimbly wielded or used in combination with another weapon.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3400000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/hammer-light.jpg"} -{"name":"Crossbow Bolt +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This ammunition is used for all varieties of crossbow and is typically a short metal shaft with a narrow piercing tip. It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.075,"price":400,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"amm":true,"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":4100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bolt.webp","_id":"XXLznzi3rlanMhTM"} -{"name":"Ring of Air Elemental Command","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring is linked to the Elemental Plane of Air.

\n

While wearing this ring, you have advantage on attack rolls against @Compendium[dnd5e.monsters.banHjKDMCegbUwYE]{Air 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. Spells cast from the ring have a save DC of 17.

\n

Ring of Air Elemental Command. You can expend 2 of the ring's charges to cast @Compendium[dnd5e.spells.eEpy1ONlXumKS1mp]{Dominate Monster} on an Air Elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.

\n

If you help slay an Air 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":35000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":5,"max":5,"per":"charges"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-silver.jpg","_id":"XZWHQ20ynJBK6xmU"} -{"name":"Oil of Etherealness","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. 

\n

The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium).  Applying the oil takes 10 minutes.  The affected creature then gains the effect of the @Compendium[dnd5e.spells.PQuEgKyCdovOvhqN]{Etherealness} spell for 1 hour.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":0.1,"price":1920,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Medium or smaller creature. Takes 10 minutes to apply."},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1400000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-1.jpg","_id":"Xbq8CyXSRV358SfP"} -{"name":"Spell Scroll 2nd Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

\n

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 12. On a failed check, the spell disappears from the scroll with no other effect.

\n

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 13
Attack Bonus: +5.

\n

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":120,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Spell must be on the caster's spell list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/scroll-druid.jpg","_id":"XdDp6CKh9qEvPTuS"} -{"_id":"XmnlF5fgIO3tg6TG","name":"Scale Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":45,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"medium","value":14,"dex":2},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.webp"} -{"name":"Light Hammer +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":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/hammer-light.jpg","_id":"Y08Al2dMN8he1hFK"} -{"_id":"Y9S75go1hLMXUD48","name":"Brewer's Supplies","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\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":9,"price":20,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"wis","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/herb.jpg"} -{"_id":"YFarUKR3OrM5raf5","name":"Half Plate Armor +2","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":40,"price":6750,"attuned":false,"equipped":false,"rarity":"Very Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":17,"dex":2},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/armor/halfplate.webp"} -{"name":"Bag of Devouring","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

Wondrous item

\n

This bag superficially resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.

\n

The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check.

\n

Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first).

\n

Any creature that starts its turn inside the bag is devoured, its body destroyed.

\n

Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane.

\n

If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.

","chat":"","unidentified":""},"source":"DMG pg. 153","quantity":1,"weight":15,"price":2000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"capacity":{"type":"weight","value":999999999,"weightless":true},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/pouch-belt.jpg","_id":"YG9QW0flem4SLL6A"} -{"_id":"YHCmjsiXxZ9UdUhU","name":"Navigator’s Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/backpack.jpg"} -{"name":"Giant Slayer Battleaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":4,"price":7000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","slashing"]],"versatile":"1d10 + @mod +1"},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"weaponType":"martialM","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":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/axe-crescent.jpg","_id":"YM6bZNmpync83VFa"} -{"name":"Mithral Chain Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":55,"price":875,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":16,"dex":0,"label":"Armor Value"},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"heavy","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":3400000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/scale.webp","_id":"YS9CRHg2yQlOVi3j"} -{"name":"Ioun Stone of Intellect","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Intellect. Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":3000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/ore-red.jpg","_id":"YeLz5OxRNxmvHJId"} -{"name":"Rapier +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":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-short.jpg","_id":"YevPP0DZXgAcLmzv"} -{"_id":"YfBwELTgPFHmQdHh","name":"Jeweler's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\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":2,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gem-blue.jpg"} -{"name":"Winged Boots","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

\n

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

","chat":"","unidentified":""},"source":"DMG pg. 214","quantity":1,"weight":1,"price":8000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":4,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":null,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/equipment/boots-plain.jpg","_id":"YjImJ3cVnArHH4ES"} -{"name":"Defender Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

\n

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

\n

**Foundry note: the sword's bonus to attack and damage rolls have been included; please remember to manually subtract should the user transfer any of the bonus to their AC.

","chat":"","unidentified":""},"source":"DMG pg. 164","quantity":1,"weight":2,"price":24000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_31.jpg","_id":"YrkkHa6KN8a9o35k"} -{"name":"Armor of Vulnerability","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.

\n

Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":65,"price":1000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":18,"dex":0},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":5900000,"flags":{},"img":"systems/dnd5e/icons/items/armor/plate.webp","_id":"YwS4pESpfsiq0JZv"} -{"name":"Gaming Set of Playing Cards","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This item encompasses a wide range of playing card types, both unmarked and marked.

\n

If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":0,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bills.jpg","_id":"YwlHI3BVJapz4a3E"} -{"name":"Vicious Shortbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bow-short.jpg","_id":"Z0eO3TTpYA2hjwdd"} -{"name":"Vicious Quarterstaff","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A thick shaft of wood wrapped with a sturdy grip makes a highly functional weapon in addition to a stout walking stick.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":4,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":"1d8 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2500000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/quarterstaff.jpg","_id":"Z7xno2zMzRtqqUIQ"} -{"name":"Flame Tongue Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":2,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/skills/fire_13.jpg","_id":"Z9FBwEoMi6daDGRj"} -{"name":"Scimitar of Sharpness","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.

\n

When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

\n

In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":3,"price":1700,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":20,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"4d6","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_03.jpg","_id":"ZKyhkS8ud2NpV7ng"} -{"name":"Giant Slayer Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":3,"price":7000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-death.jpg","_id":"ZLpj1bpnWlAFUEHE"} -{"name":"Bracers of Archery","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":1,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":2400000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/bracers-leather.jpg","_id":"ZYEqOSY9BLZs2GPx"} -{"name":"Longbow +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,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1900001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bow-long.jpg","_id":"ZcvU9rRb573NOywv"} -{"name":"Brooch of Shielding","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the @Compendium[dnd5e.spells.41JIhpDyM9Anm7cs]{Magic Missile} spell.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":1,"price":7500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2400000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/jewelry/amulet-blue.jpg","_id":"ZdcEtbtU3VkuxIFE"} -{"name":"Ring of Earth Elemental Command","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring is linked to the Elemental Plane of Earth.

\n

While wearing this ring, you have advantage on attack rolls against @Compendium[dnd5e.monsters.sApYLZj9PTZ40wJr]{Earth 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. Spells cast from the ring have a save DC of 17.

\n

Ring of Earth Elemental Command. You can expend 2 of the ring's charges to cast @Compendium[dnd5e.spells.eEpy1ONlXumKS1mp]{Dominate Monster} on an Earth Elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.

\n

If you help slay an Earth 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":31000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":5,"max":5,"per":"charges"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-iron.jpg","_id":"Zf7kBZa5f4WBepn1"} -{"name":"Slippers of Spider Climbing","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0.5,"price":5000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":"Surface cannot be slippery."},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/webs.jpg","_id":"ZgXJE9pjvZLMCeHg"} -{"name":"Crossbow Bolt +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This ammunition is used for all varieties of crossbow and is typically a short metal shaft with a narrow piercing tip. It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.075,"price":25,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"amm":true,"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":4100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bolt.webp","_id":"ZjUOHSyND2VFXQeP"} -{"name":"Candle of Invocation","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the Detect Evil and Good spell. The GM chooses the god and associated alignment or determines the alignment randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d20Alignment
1-2Chaotic evil
3-4Chaotic neutral
5-7Chaotic good
8-9Neutral evil
10-11Neutral
12-13Neutral good
14-15Lawful evil
16-17Lawful neutral
18-20Lawful good
\n

The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.

\n

While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st- level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.

\n

Alternatively, when you light the candle for the first time, you can cast the @Compendium[dnd5e.spells.XbwGq5kDJNvAxNXV]{Gate}spell with it. Doing so destroys the candle.

","chat":"","unidentified":""},"source":"DMG pg. 157","quantity":1,"weight":0,"price":12000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":4,"units":"hour"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":6900001,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/candle-stub.jpg","_id":"ZoUVmRA3HfAK2eZy"} -{"_id":"ZwFCZDgQljlidzns","name":"Leather Armor +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":10,"price":24010,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":14,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":200000,"flags":{},"img":"systems/dnd5e/icons/items/armor/leather.webp"} -{"name":"Headband of Intellect","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher.

","chat":"","unidentified":""},"source":"DMG pg. 173","quantity":1,"weight":0.01,"price":8000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-silver.jpg","_id":"a26LjC4QxP1oorXC"} -{"name":"Ring of Swimming","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

You have a swimming speed of 40 feet while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":3000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-gold.jpg","_id":"aA7MbjnpHYoYvmuW"} -{"_id":"aDEAwKwttl35dWaB","name":"Scale Mail +1","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":45,"price":1550,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":15,"dex":2},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.webp"} -{"name":"Bag of Holding","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

Wondrous item

\n

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

\n

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again.

\n

Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

\n

Placing a Bag of Holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

","chat":"","unidentified":""},"source":"DMG pg. 153","quantity":1,"weight":15,"price":4000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"capacity":{"type":"weight","value":500,"weightless":true},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":2800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/pouch-belt.jpg","_id":"aDHRuUs29SrumWfq"} -{"_id":"aEiM49V8vWpWw7rU","name":"Net","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

These thickly woven fibers are reinforced for use in combat to entrap and entangle even the most dangerous foes, rendering them vulnerable for assault with other weaponry.

\n

Special. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":15,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"flat"},"weaponType":"martialR","properties":{"spc":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2200001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/net.jpg"} -{"name":"Potion of Climbing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

\n

When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":180,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2800000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-8.jpg","_id":"aMnWi1WXWpxRHq4r"} -{"name":"Spell Scroll 8th Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

\n

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 18. On a failed check, the spell disappears from the scroll with no other effect.

\n

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 18
Attack bonus: +10.

\n

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":5120,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Spell must be on the caster's spell list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":10,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/scroll-magic.jpg","_id":"aOrinPg7yuDZEuWr"} -{"name":"Arrow of Slaying","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":0.05,"price":600,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"con","dc":17,"scaling":"flat"},"weaponType":"ammo","properties":{"amm":true,"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":4100000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_02.jpg","_id":"aXsfZvDCdpuv3Yvb"} -{"name":"Musical Instrument: Horn","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A horn, of any variety, 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 spellcasting focus. Each type of musical instrument requires a separate proficiency. 

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":3,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/horn.jpg","_id":"aa9KuBy4dst7WIW9"} -{"name":"Chain Mail +2","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":55,"price":6075,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":18,"dex":0},"strength":13,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.webp","_id":"akjpaK4TYkUZbGrN"} -{"name":"Light Crossbow +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":5,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"lgt":false,"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-light.jpg","_id":"amRx3jOYlPeXEiAN"} -{"_id":"ap9prThUB2y9lDyj","name":"Weaver's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\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":5,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":3000000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/cloak-pink.jpg"} -{"name":"Sickle +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":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/sickle.jpg","_id":"asUgQFrF1xYeNhtW"} -{"name":"Plate 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":65,"price":7500,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":18,"dex":0,"label":"Armor Value"},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"heavy","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":4800001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/plate.webp","_id":"azxwKFHrNmG3HpVy"} -{"name":"Shortsword +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,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-short.jpg","_id":"b2l2ubCGSnmiTrm8"} -{"name":"Mace of Terror","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute.

\n

While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

\n

The mace regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 180","quantity":1,"weight":4,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"weaponType":"simpleM","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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1300000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","_id":"b46t42bMruQf9v3O"} -{"name":"Potion of Clairvoyance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.

\n

When you drink this potion, you gain the effect of the @Compendium[dnd5e.spells.cg50KpBkBdPK6vPL]{Clairvoyance} spell.

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":960,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-2.jpg","_id":"bAyr7j5Peq9wIJTa"} -{"name":"Potion of Fire Giant Strength","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 25 for 1 hour.  The potion has no effect on you if your Strength is equal to or greater than that score.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":1500,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2900000,"flags":{},"img":"systems/dnd5e/icons/items/potions/grand-yellow.jpg","_id":"bEZOY6uvHRweMM56"} -{"name":"Holy Avenger Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a paladin)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

\n

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":2,"price":165000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod + 3","piercing"]],"versatile":""},"formula":"2d10","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/skills/light_05.jpg","_id":"bHbbIhbTzu4lYMRz"} -{"name":"Wand of Lightning Bolts","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a spellcaster)

\n

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the @Compendium[dnd5e.spells.IyikgTEOTv701jgQ]{Lightning Bolt} spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

\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. 211","quantity":1,"weight":1,"price":32000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":100,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","lightning"]],"versatile":"1d6"},"formula":"1d6 +1","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-blue.jpg","_id":"bPFVfq81EsMNu6OQ"} -{"name":"Dagger +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":1,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/dagger.jpg","_id":"bWI5i4RbyGKT6Eiq"} -{"name":"Musical Instrument: Viol","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A viol 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 spellcasting focus. Each type of musical instrument requires a separate proficiency. 

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":30,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/lute.jpg","_id":"baoe3U5BfMMMxhCU"} -{"name":"Longsword +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":3,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","slashing"]],"versatile":"1d10 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-long.jpg","_id":"bcv7J9culilK68zp"} -{"name":"Staff of Swarming Insects","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)

\n

This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.

\n

Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: @Compendium[dnd5e.spells.czXrVRx6XYRWsHAi]{Giant Insect} (4 charges) or @Compendium[dnd5e.spells.OVikYmSdHliAG2YD]{Insect Plague} (5 charges).

\n

Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.

\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 203","quantity":1,"weight":4,"price":16000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":10,"max":10,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +4","save":{"ability":"con","dc":null,"scaling":"spell"},"weaponType":"simpleM","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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff-vine.jpg","_id":"bod1dKzbAkAm21Ho"} -{"name":"Belt of Fire Giant Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, your Strength score changes to 25. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":12000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3200000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/belt-buckle.jpg","_id":"bq9YKwEHLQ7p7ric"} -{"name":"Potion of Gaseous Form","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s container seems to hold fog that moves and pours like water.

\n

When you drink this potion, you gain the effect of the @Compendium[dnd5e.spells.2IWiZAJtOGDoKjiz]{Gaseous Form} spell for 1 hour (no concentration required) or until you end the effect as a bonus action. 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2800000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-7.jpg","_id":"bqZ6NTLDCUB98YjV"} -{"name":"Potion of Psychic 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 Psychic type damage for 1 hour.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2500000,"flags":{},"img":"systems/dnd5e/icons/items/potions/grand-violet.jpg","_id":"c0luemOP0iW8L23R"} -{"_id":"cG3m4YlHfbQlLEOx","name":"Forgery Kit","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":15,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/note-letter.jpg"} -{"name":"Dust of Disappearance","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

Found in a small packet, this powder resembles very fine sand. There is enough of it for one use.

\n

When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect.

\n

If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

","chat":"","unidentified":""},"source":"DMG pg. 166","quantity":1,"weight":0,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":"minute"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1900000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/water_01.jpg","_id":"cGUPm15mLfhGDz2b"} -{"_id":"cI0UhWUux8gIzSHn","name":"Chain Shirt +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":24050,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":16,"dex":2},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":500000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.webp"} -{"_id":"cKpJmsJmU8YaiuqG","name":"Splint Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":60,"price":200,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"heavy","value":17,"dex":0},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":850000,"flags":{},"img":"systems/dnd5e/icons/items/armor/splint.webp"} -{"name":"Battleaxe +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":4,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","slashing"]],"versatile":"1d10 + @mod +2"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/battleaxe.webp","_id":"cQ94oKUZN8FDAI8U"} -{"name":"Staff of the Woodlands","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a druid)

\n

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

\n

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

\n

Spells. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: @Compendium[dnd5e.spells.hDOENzjuj5WpLq7B]{Animal Friendship} (1 charge), @Compendium[dnd5e.spells.MCEpGpvovcXagwQS]{Awaken} (5 charges), @Compendium[dnd5e.spells.JPwIEfgUPVebr5AH]{Barkskin} (2 charges), @Compendium[dnd5e.spells.Iv2qqSAT7OkXKPFx]{Locate Animals or Plants} (2 charges), speak with animals (1 charge), @Compendium[dnd5e.spells.2VXGS206tuChoeXy]{Speak with Plants} (3 charges), or @Compendium[dnd5e.spells.AQsBc94ES7W7s7iG]{Wall of Thorns} (6 charges).

\n

You can also use an action to cast the @Compendium[dnd5e.spells.pRMvmknwLf2tdMTj]{Pass without Trace} spell from the staff without using any charges.

\n

Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by @Compendium[dnd5e.spells.ghXTfe7sgCbgf1Q8]{Detect Magic}. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 204","quantity":1,"weight":4,"price":44000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":10,"max":10,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +2","bludgeoning"]],"versatile":"1d8 +@mod +2"},"formula":"1d6 +4","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","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":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff-vine.jpg","_id":"caEn3ixCUFBnHTx6"} -{"_id":"ccm5xlWhx74d6lsK","name":"Painter's Supplies","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\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":5,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2400000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/backpack.jpg"} -{"name":"Handaxe +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":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/handaxe.jpg","_id":"cmnBssaWWzWWm70C"} -{"name":"Potion of Speed","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The potion’s yellow fluid is streaked with black and swirls on its own.

\n

When you drink this potion, you gain the effect of the @Compendium[dnd5e.spells.Szvk5FEVQW3uhJi5]{Haste} spell for 1 minute (no concentration required).

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":400,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3200000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-6.jpg","_id":"ctKfjHjk9gs9UtZI"} -{"name":"Defender Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

\n

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

\n

**Foundry note: the sword's bonus to attack and damage rolls have been included; please remember to manually subtract should the user transfer any of the bonus to their AC.

","chat":"","unidentified":""},"source":"DMG pg. 164","quantity":1,"weight":2,"price":24000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_31.jpg","_id":"d58CvI0Fiav9Jjt1"} -{"name":"Rod of Lordly Might","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement)

\n

This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.

\n

Six Buttons. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.

\n

If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end opposite the rod's flanged head.

\n

If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.

\n

If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.

\n

If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.

\n

If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.

\n

If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.

\n

Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.

\n

Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.

\n

Terrify. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 195","quantity":1,"weight":5,"price":28000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":"Button presses are a bonus action."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"rod","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/skills/red_05.jpg","_id":"d5HNCmLIPCpPoX2w"} -{"name":"Vicious Battleaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A stout crescent blade mounted on a thick shaft wrapped in a sturdy grip. This axe is large enough to be wielded with two hands and is adorned with spikes upon the back-side of the blade and the top of the shaft.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":4,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2800000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/battleaxe.webp","_id":"dG7iFak1YH1nXRpC"} -{"name":"Ring of Mind Shielding","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

\n

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

\n

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":16000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-orb.jpg","_id":"dGnkwePemh7ovuDv"} -{"name":"Plate Armor of Etherealness","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

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. This particular armor has been inscribed with certain magical runes or other means to imbue power upon it.

\n

While you're wearing this armor, you can speak its command word as an action to gain the effect of the @Compendium[dnd5e.spells.PQuEgKyCdovOvhqN]{Etherealness} spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 185","quantity":1,"weight":65,"price":48000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"day"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":18,"dex":0},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/items/armor/plate.webp","_id":"dJjdWdaZU30r1zx4"} -{"_id":"dOZkW5MwvsMhnd08","name":"Half Plate Armor +1","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":40,"price":2250,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":16,"dex":2},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/armor/halfplate.webp"} -{"_id":"dP7jMKyHTTgVb3ii","name":"Ink Bottle","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A small bottle of ink for writing upon parchment.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.06,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bottle-empty.jpg"} -{"name":"Hat of Disguise","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this hat, you can use an action to cast the @Compendium[dnd5e.spells.A3q2gTNqG6fvNGrv]{Disguise Self} spell from it at will. The spell ends if the hat is removed.

","chat":"","unidentified":""},"source":"DMG pg. 173","quantity":1,"weight":0.1,"price":5000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/skills/blue_35.jpg","_id":"dQxqcjDm0IxYusCV"} -{"_id":"dRtb9Tg34NKX9mGF","name":"Leather 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":""},"source":"DMG pg. 152","quantity":1,"weight":10,"price":6010,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":11,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000,"flags":{},"img":"systems/dnd5e/icons/items/armor/leather.webp"} -{"_id":"dX8AxCh9o0A9CkT3","name":"Morningstar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A viciously spiked metal orb mounted upon the end of a stout haft makes for a deadly weapon which can puncture armor and flesh alike.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":15,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+@mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":2100001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg"} -{"_id":"dXtZxlh2VKLCo1nA","name":"Leather Armor +1","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":10,"price":1510,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":12,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":200000,"flags":{},"img":"systems/dnd5e/icons/items/armor/leather.webp"} -{"name":"Holy Avenger Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a paladin)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

\n

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":3,"price":165000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod + 3","slashing"]],"versatile":"1d10 + @mod +3"},"formula":"2d10","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","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":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/skills/light_05.jpg","_id":"dZ9zWfhsIlabadKL"} -{"_id":"ddWvQRLmnnIS0eLF","name":"Light Crossbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A small crossbow with a wooden haft and a tense cord which is capable of firing a single bolt which can puncture even heavy armor at close range.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":5,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"simpleR","properties":{"lgt":false,"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":1800001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-light.jpg"} -{"name":"Morningstar +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":4,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2100001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","_id":"dghpiMWDSUXtQf6X"} -{"name":"Elemental Gem of Fire","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This red corundum contains a mote of elemental energy. When you use an action to break the gem, a @Compendium[dnd5e.monsters.8SMQl75HLjhuSeau]{Fire Elemental} is summoned as if you had cast the @Compendium[dnd5e.spells.1LkZvINag7KqBmDR]{Conjure Elemental} spell, and the gem's magic is lost.

","chat":"","unidentified":""},"source":"DMG pg. 167","quantity":1,"weight":0,"price":960,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gem-red.jpg","_id":"dsjke4vPPsc9gsxH"} -{"name":"Flame Tongue Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":3,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","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":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":7100001,"flags":{},"img":"systems/dnd5e/icons/skills/fire_13.jpg","_id":"ducaFdrqwLZ0l3c7"} -{"name":"Berserker Battleaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

\n

Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

\n

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target.

\n

If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":4,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","slashing"]],"versatile":"1d10 + @mod +1"},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"weaponType":"martialM","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":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3300000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/weapons/battleaxe.webp","_id":"dvNzJqb7vq6oJlA2"} -{"name":"Greatclub +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":10,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"two":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1400001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/greatclub.webp","_id":"dwGxrGqkn2ppNaqs"} -{"name":"Vicious Spear","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"1d8 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1300000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/spear.jpg","_id":"e7JpVX2549vp9mgF"} -{"name":"Feather Token Fan","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Feather Token
01-20Anchor
21-35Bird
36-50Fan
51-65Swan boat
66-90Tree
91-00Whip
\n

Fan. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0,"price":250,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/feather-red-stripe.jpg","_id":"e98hfROZjztt7ccO"} -{"name":"Chain Mail +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":55,"price":24075,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":19,"dex":0},"strength":13,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.webp","_id":"eHGbr3rqRRxdBPLq"} -{"name":"Musical Instrument: Flute","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A lute 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 spellcasting focus. Each type of musical instrument requires a separate proficiency. 

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/flute.jpg","_id":"eJOrPcAz9EcquyRQ"} -{"name":"Block of Incense","permission":{"default":0},"type":"loot","data":{"description":{"value":"

Frequently used by the rich and religious alike to scent the air for purposes of pleasure or ritual.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.5,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":5000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/coral-white.jpg","_id":"eJY20LOs3pOkRDPl"} -{"_id":"eJtPBiZtr2pp6ynt","name":"Crossbow Bolt Case","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

This wooden case can hold up to twenty crossbow bolts.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":1.5,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":1000001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/arrows.jpg"} -{"name":"Vicious Glaive","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A crescent blade is mounted on the end of a tall metal shaft. This polearm provies the ability to attack with deadly efficiency from greater range than typical melee weapons.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":6,"price":20,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2900000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/glaive.webp","_id":"eKip69fExSYN661B"} -{"name":"Staff of Power","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a sorcerer, warlock, or wizard)

\n

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

\n

The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

\n

Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.

\n

Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: @Compendium[dnd5e.spells.RpKjTlYASrfqUPVA]{Cone of Cold} (5 charges), @Compendium[dnd5e.spells.ztgcdrWPshKRpFd0]{Fireball} (5th-level version, 5 charges), @Compendium[dnd5e.spells.WmQpxfjZwF3MGUby]{Globe of Invulnerability} (6 charges), @Compendium[dnd5e.spells.l9Ju5KE7bbn3WpTm]{Hold Monster} (5 charges), @Compendium[dnd5e.spells.MRxldJd6C4bsBo3O]{Levitate} (2 charges), @Compendium[dnd5e.spells.IyikgTEOTv701jgQ]{Lightning Bolt} (5th-level version, 5 charges), @Compendium[dnd5e.spells.41JIhpDyM9Anm7cs]{Magic Missile} (1 charge), @Compendium[dnd5e.spells.ODhLKBxLnvvLOnw1]{Ray of Enfeeblement} (1 charge), or @Compendium[dnd5e.spells.o9ZCvuD2B1OTcubb]{Wall of Force} (5 charges).

\n

Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

\n

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Distance from OriginDamage
10 ft. away or closer8 x the number of charges in the staff
11 to 20 ft. away6 x the number of charges in the staff
21 to 30 ft. away4 x the number of charges in the staff
\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 202","quantity":1,"weight":4,"price":95500,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":20,"max":20,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","bludgeoning"]],"versatile":"1d8 + @mod +2"},"formula":"2d8 +4","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","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":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff-skull.jpg","_id":"eM5gEe4SEOvA2Y9t"} -{"name":"Dust of Dryness","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.

\n

Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.

\n

An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":1200,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":""},"uses":{"value":10,"max":10,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":13,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/yellow_28.jpg","_id":"eMR6B4bIoJPUDJG8"} -{"_id":"eO7Fbv5WBk5zvGOc","name":"Handaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This one-handed axe is light and balanced for throwing while remaining useful in hand combat.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3300000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/handaxe.jpg"} -{"name":"Immovable Rod","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":5,"price":5000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"rod","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2300000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_22.jpg","_id":"eQNXan0zp279jDtk"} -{"_id":"eQTKbhnpkrtXUfwN","name":"Ladder (10-foot)","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A ladder 10-foot long, as sturdy or rickety as the hand that crafted or bodged it together.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":25,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/wood.jpg"} -{"name":"Potion of Flying","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it.

\n

When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft. 

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":500,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2900000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-10.jpg","_id":"eTNc8XPtvZNe3yQs"} -{"_id":"eVbPkYjpl29RE2uW","name":"Basic Poison","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":0,"price":100,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":"one slashing or piercing weapon, or up to three pieces of ammunition"},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":3,"max":3,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"flat"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":500001,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-7.jpg"} -{"_id":"eZGmdOhaTWMicXPW","name":"Component Pouch","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":true,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/satchel-leather.jpg"} -{"_id":"ea4xclqsksEQB1QF","name":"Abacus","permission":{"default":0},"type":"loot","data":{"description":{"value":"

The abacus, also called a counting frame, is a calculating tool.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":2,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"sort":600000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/inventory/trinket-loop.jpg"} -{"name":"Frost Brand Rapier","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":2,"price":2200,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"],["1d6","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/skills/weapon_07.jpg","_id":"efluRemOguW2YeZY"} -{"name":"Shortbow +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":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bow-short.jpg","_id":"egJhGFU3v5OfjPNS"} -{"name":"Demon Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this plate armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.

\n

Curse. Once you don this cursed armor, you can't doff it unless you are targeted by the @Compendium[dnd5e.spells.XZhdgVK3cLoxNCQl]{Remove Curse} spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.

","chat":"","unidentified":""},"source":"DMG pg. 165","quantity":1,"weight":65,"price":8000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":19,"dex":0},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1900000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/red_01.jpg","_id":"ejEt6hLQxOux04lS"} -{"name":"Ring of Shooting Stars","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement outdoors at night)

\n

While wearing this ring in dim light or darkness, you can cast @Compendium[dnd5e.spells.CAxSzHWizrafT033]{Dancing Lights} and @Compendium[dnd5e.spells.Bnn9Nzajixvow9xi]{Light} from the ring at will. Casting either spell from the ring requires an action.

\n

The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.

\n

Faerie Fire. You can expend 1 charge as an action to cast @Compendium[dnd5e.spells.nqBDWkVOfcGZt4YU]{Faerie Fire} from the ring.

\n

Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.

\n

Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.

\n

As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SpheresLightning Damage
42d4
32d6
25d4
14d12
\n

Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":14000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":6,"max":6,"per":"charges"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-orange.jpg","_id":"etA2SBgWwduCLgLT"} -{"name":"Armor of Invulnerability","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":65,"price":18000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":18,"dex":0},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":6900001,"flags":{},"img":"systems/dnd5e/icons/items/armor/plate.webp","_id":"evSCq83oPhR0ZK4y"} -{"name":"Ring of Three Wishes","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the @Compendium[dnd5e.spells.3okM6Gn63zzEULkz]{Wish} spell from it. The ring becomes nonmagical when you use the last charge.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":50000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-orb.jpg","_id":"ewXgnWiYQhS8KArS"} -{"_id":"f0I81P9k29Q1lV4S","name":"Scale Mail 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":45,"price":6050,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":14,"dex":2,"label":"Armor Value"},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"medium","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":4900001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/scale.webp"} -{"_id":"f4w4GxBi0nYXmhX4","name":"Rations","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":2,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"food","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/meat.jpg"} -{"name":"Potion of Poison 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 Poison type damage for 1 hour.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2400000,"flags":{},"img":"systems/dnd5e/icons/items/potions/major-green.jpg","_id":"f5chGcpQCi1HYPQw"} -{"_id":"fC0lFK8P4RuhpfaU","name":"Cartographer's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\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":6,"price":15,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/backpack.jpg"} -{"name":"Club +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":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/club-spikes.jpg","_id":"fCRftM4QxEDkeu0a"} -{"name":"Belt of Stone Giant Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, your Strength score changes to 23. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

\n

The Belt of Stone Giant Strength and the Belt of Frost Giant Strength look different, but they have the same effect.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":8000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3200000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/belt-rock.jpg","_id":"fCUZ7h8YYrs16UhX"} -{"_id":"fNMkFCOvMiW2Rh3t","name":"Paper","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A single sheet of paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/paper.jpg"} -{"_id":"fO1PuSOtZWLzEHqu","name":"Scale Mail +2","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":45,"price":6050,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":16,"dex":2},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.webp"} -{"name":"Plate Armor +1","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":65,"price":3000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":19,"dex":0},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/items/armor/plate.webp","_id":"fStHPOhuJvwEjzQh"} -{"name":"Luck Blade Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

\n

Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

\n

Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the @Compendium[dnd5e.spells.3okM6Gn63zzEULkz]{Wish} spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":6,"price":210000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 +@mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_10.jpg","_id":"fWR9EFEjR0JtFdCC"} -{"_id":"fbC0Mg1a73wdFbqO","name":"Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This curved blade is wide near the wrapped handle but arcs and tapers towards a gleaming tip.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":"25","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"fin":true,"lgt":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-curved.jpg"} -{"name":"Eftreeti Bottle","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an @Compendium[dnd5e.monsters.LTomFUTBrkRi0Pj5]{Efreeti} appears in an unoccupied space within 30 feet of you.

\n

The first time the bottle is opened, the GM rolls to determine what happens.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Effect
01-10The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic.
11-90The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic.
91-00The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic.
","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":40000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":4,"max":4,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2100000,"flags":{},"img":"systems/dnd5e/icons/items/potions/magic-yellow.jpg","_id":"fbcQsOgWCjhEAGY7"} -{"name":"Dragon Slayer Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.

","chat":"","unidentified":""},"source":"DMG pg. 166","quantity":1,"weight":3,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","slashing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_06.jpg","_id":"feKHv3JUWZdSNKf0"} -{"name":"Blowgun +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":1,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":25,"long":100,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff.webp","_id":"fu7DJcrYWfGMeVt9"} -{"name":"Ring of Cold Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a tourmaline stone that gleams when it catches the light.

\n

You have resistance to cold damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-ruby.jpg","_id":"fvezXwRJ5PqUf5NN"} -{"_id":"g2dWN7PQiMRYWzyk","name":"Quarterstaff","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A thick shaft of wood wrapped with a sturdy grip makes a highly functional weapon in addition to a stout walking stick.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":0.2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2500000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/quarterstaff.jpg"} -{"name":"Vicious War Pick","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A brutal curved spike mounted on the back of a sturdy haft - designed for puncturing armor with deadly force.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"value":"","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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3600000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/pick.jpg","_id":"g8DG0jXlvfP3uTtZ"} -{"name":"Alms Box","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A box with a money slot and detachable base mainly used by priests and the like to collect alms.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":2,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":5100000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/piggybank.jpg","_id":"g8fQZ1WyTz2bTtvA"} -{"_id":"gBQ8xqTA5f8wP5iu","name":"Blowgun Needle","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This ammunition is designed to be fired through a blowgun using the force of the wielders lungs. These needles are frequently tipped with deadly or crippling venoms.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.02,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"value":"","amm":true,"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/dart.webp"} -{"name":"Arrow +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Ammunition used for bows of all varieties.  It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.05,"price":100,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"amm":true,"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_07.jpg","_id":"gLkbbUtGhQgYANM8"} -{"name":"Reliquary","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

A tiny box or other container holding a fragment of a precious relic, saint, or other historical figure that dedicated their life to walk the path of a true believer. A deity imbues the bearer of this artifact with the ability to call forth their power and in doing so spread the faith once more.

\n

Spellcasting Focus. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":2,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"special","cost":0,"condition":"Holy symbol must be clearly visible."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/chest-red.jpg","_id":"gP1URGq3kVIIFHJ7"} -{"name":"Vicious Mace","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A heavy bludgeoning weapon mounted to the end of a metal club. The head features spikes and blades designed to puncture armor and shatter the bones below.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":4,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod",""]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","_id":"gSwpQacBLOJeLWrK"} -{"name":"Potion of Growth","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts.  Shaking the bottle fails to interrupt this process.

\n

When you drink this potion, you gain the “enlarge” effect of the @Compendium[dnd5e.spells.WahI41a3goVUg0x1]{Enlarge/Reduce} spell for 1d4 hours (no concentration required).

","chat":"","unidentified":""},"source":"DMG. pg. 187","quantity":1,"weight":0.1,"price":270,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2800000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-9.jpg","_id":"gTRFQLdVD1gsKtPi"} -{"name":"Javelin +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,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bolt.webp","_id":"gV671PZGnYoVZefN"} -{"name":"Vicious Longbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1900001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bow-long.jpg","_id":"gVo3UbvwjFIiFR0c"} -{"name":"Shortbow +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":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bow-short.jpg","_id":"gYDMk3LWikIP5PmA"} -{"name":"Dart +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":0.25,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"fin":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/dart.webp","_id":"giU3yyZXvErjf78D"} -{"name":"Cape of the Mountebank","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

This cape smells faintly of brimstone. While wearing it, you can use it to cast the @Compendium[dnd5e.spells.A4RsPuSvB9wFtz1j]{Dimension Door} spell as an action. This property of the cape can't be used again until the next dawn.

\n

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

","chat":"","unidentified":""},"source":"DMG pg. 157","quantity":1,"weight":3,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":500,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2400000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/equipment/cloak-fur.jpg","_id":"gpHgWLsD8k2yzbfR"} -{"name":"Berserker Handaxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

\n

Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

\n

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target.

\n

If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":2,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/weapons/battleaxe.webp","_id":"gwuffGC4JZ8BbStz"} -{"name":"Club +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,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/club-spikes.jpg","_id":"gyJ0imAckcWtCjyv"} -{"name":"Vicious Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A thin tensile metal blade, light in weight but long in reach designed for quick darting attacks to target weak points in enemy defenses with lightning swiftness.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3500000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-short.jpg","_id":"h0XLhuUQ0vSnW3DU"} -{"name":"Ioun Stone of Awareness","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Awareness. You can't be surprised while this dark blue rhomboid orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":12000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gemstone-blue.jpg","_id":"h8rS84jKsMHl9J1i"} -{"name":"Ioun Stone of Leadership","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Leadership. Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":3000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/ore-purple.jpg","_id":"hDF4RSCzMO8iI14x"} -{"_id":"hFAVm9pTJDm0nu3g","name":"Broom of Flying","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.

\n

You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":3,"price":8000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":1,"long":0,"units":"mi"},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":3500000,"flags":{},"img":"systems/dnd5e/icons/skills/blue_23.jpg"} -{"name":"Cloak of the Manta Ray","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet.

\n

Pulling the hood up or down requires an action.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":3,"price":6000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Hood must be up."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3900000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/cloak-fur.jpg","_id":"hGrxC676XmlnS9y0"} -{"name":"Net +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 rolls made with this magic weapon.

\n

Special. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":500,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":15,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"flat"},"weaponType":"martialR","properties":{"spc":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":400000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/net.jpg","_id":"hHX5qXva1ScCpBpL"} -{"_id":"hJS8yEVkqgJjwfWa","name":"Potter's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\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":3,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/backpack.jpg"} -{"_id":"hM84pZnpCqKfi8XH","name":"Cobbler's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\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":5,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2400000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/boots-leather.jpg"} -{"_id":"hOzuSDqmOIOx8z3Z","name":"Fishing Tackle","permission":{"default":0},"type":"loot","data":{"description":{"value":"

This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":4,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3600000,"flags":{},"img":"systems/dnd5e/icons/skills/gray_10.jpg"} -{"name":"Boots of Springing and Striding","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":1,"price":5000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3400000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/boots-leather.jpg","_id":"hSY1b8yi8JWw2blf"} -{"name":"Feather Token Bird","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Feather Token
01-20Anchor
21-35Bird
36-50Fan
51-65Swan boat
66-90Tree
91-00Whip
\n

Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a @Compendium[dnd5e.monsters.p980augbCIdpK9ZX]{Roc}, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.

\n

Foundry note: the 144 charges represent the 144 miles the bird can travel when being able to travel at maximum speed to enable accurate distance-tracking as required.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0,"price":3000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":144,"max":144,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/feather-yellow.jpg","_id":"hWqImieUaLo08l9l"} -{"name":"Greataxe +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":7,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/greataxe.jpg","_id":"hdUzXzVPonOQzW81"} -{"name":"Ring of Djinni Summoning","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you can speak its command word as an action to summon a particular @Compendium[dnd5e.monsters.5P1VGAZQwOilwZQf]{Djinni} from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane.

\n

While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions.

\n

After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.

","chat":"","unidentified":""},"source":"DMG pg. 190","quantity":1,"weight":0,"price":45000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-purple.jpg","_id":"hdlBOEbEjiwUjTW5"} -{"name":"Mirror of Life Trapping","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points.

\n

If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again.

\n

Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically.

\n

An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.

\n

If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it.

\n

While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally.

\n

In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.

","chat":"","unidentified":""},"source":"DMG pg. 181","quantity":1,"weight":50,"price":18000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word. Target must be able to see its reflection."},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":12,"max":12,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_17.jpg","_id":"hf5j1meGsA33HkUj"} -{"name":"Spell Scroll 3rd Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

\n

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 13. On a failed check, the spell disappears from the scroll with no other effect.

\n

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 15
Attack bonus: +7.

\n

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":200,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Spell must be on the caster's spell list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":7,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/scroll-druid.jpg","_id":"hqVKZie7x9w3Kqds"} -{"name":"Ring of Telekinesis","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you can cast the @Compendium[dnd5e.spells.HQfd7jJyULIoGxrZ]{Telekinesis} spell at will, but you can target only objects that aren't being worn or carried.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":80000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Target object cannot be currently worn or carried."},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-red.jpg","_id":"hxfOtvFrY1PXHQN1"} -{"name":"Ring of Free Action","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":20000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-gold.jpg","_id":"i2puCDRaTxkuFfB4"} -{"name":"Ring of X-ray Vision","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.

\n

Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-eye.jpg","_id":"i3njMqHc689GvHDn"} -{"_id":"i4NeNZ30ycwPDHMx","name":"Sickle","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A crescent hooked blade mounted atop a short haft, light enough to be wielded in one hand for treshing crops or foes.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/sickle.jpg"} -{"_id":"i89okN7GFTWHsvPy","name":"Herbalism Kit","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":3,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"wis","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/herbalism-kit.jpg"} -{"name":"Talisman of Pure Good","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement by a creature of good alignment)

\n

This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.

\n

If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.

\n

The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":0.1,"price":71680,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","radiant"]],"versatile":"8d6"},"formula":"","save":{"ability":"dex","dc":20,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":400000,"flags":{},"img":"systems/dnd5e/icons/skills/light_04.jpg","_id":"iB3gunzgxZ8xK6Z5"} -{"name":"Gaming Set of Dice","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This item encompasses a wide range of dice, both straight and weighted.

\n

If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":0,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/dice.jpg","_id":"iBuTM09KD9IoM5L8"} -{"name":"Net +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 rolls made with this magic weapon.

\n

Special. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":1000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":15,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"flat"},"weaponType":"martialR","properties":{"spc":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":400000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/net.jpg","_id":"iIuNqnpWCHrLEKWj"} -{"name":"Figurine of Wondrous Power Ivory Goat of Traveling","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others.

\n

The Goat of Traveling can become a Large goat with the same statistics as a @Compendium[dnd5e.monsters.rz8UTUnFT87BsAFR]{Riding Horse}. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.

","chat":"","unidentified":""},"source":"DMG pg. 169","quantity":1,"weight":0.1,"price":1000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":24,"max":24,"per":"charges","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":7000001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/monster-hoof.jpg","_id":"iLt7wTWr4cJnQulJ"} -{"name":"Bag of Sand","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A small bag of sand used by the scholarly to dry freshly inked letters and correspondence quickly and safely for quick dispatch.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0.5,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/pouch.jpg","_id":"iOMRrzfzFCfPGuD6"} -{"_id":"iRDmig2qZ7LdP0ug","name":"Mithral Scale Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":45,"price":850,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":14,"dex":2,"label":"Armor Value"},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"medium","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":4000000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/scale.webp"} -{"name":"Javelin +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":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bolt.webp","_id":"idtlcnIWgwVdvp31"} -{"name":"Ioun Stone of Fortitude","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Fortitude. Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":3000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/crystal-purple.jpg","_id":"ig5DOQtQYJPXJId4"} -{"name":"Amulet of Health","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item (requires attunement)

\n

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.1,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":4300001,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/pendant-red.jpg","_id":"iiQxTvDOhPGW5spF"} -{"name":"Heavy Crossbow +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,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1600001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-heavy.jpg","_id":"ijDzcDXfJAdj2uED"} -{"_id":"il2GNi8C0DvGLL9P","name":"Poisoner’s Kit","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"wis","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":3000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/herb-satchel.jpg"} -{"name":"Vestments","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Simple or ostentacious wear, often used by priests and other religious figures for use in rituals and ceremonies.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":4,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3800000,"flags":{},"img":"systems/dnd5e/icons/items/armor/robe.jpg","_id":"irtqrzaUCeshmTZp"} -{"name":"Vicious Halberd","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A spear-tipped metal shaft accompanied by a crescent blade, the halberd is a strong defensive weapon which allows a warrior to fend off foes using the reach of the shaft to attack from safe distance.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":6,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/glaive.webp","_id":"isKR904LkLaH4i6M"} -{"name":"Dart +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":0.25,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"fin":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/dart.webp","_id":"izF3kmyFEVI5TWhp"} -{"name":"Belt of Dwarvenkind","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, you gain the following benefits:

\n\n

In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:

\n","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3100000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/belt-rock.jpg","_id":"j2ZGEwx8MhHZXds4"} -{"name":"Gem of Seeing","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.

\n

The gem regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 171","quantity":1,"weight":0,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":10,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gem-blue.jpg","_id":"jJU8vFhHLQeKe2wu"} -{"name":"Whip +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,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"rch":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/whip.webp","_id":"jcQqI0pxLD2nNNQ4"} -{"name":"Vicious Dart","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A small thrown implement crafted with a short wooden shaft and crossed feathres with a sharp wooden or metal tip. Darts can be thrown with sufficient force to puncture the skin.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":0.25,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 +@mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"fin":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1400000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/dart.webp","_id":"jeoZmDD9fuQdvC77"} -{"name":"Mace +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":4,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","_id":"jf0XMx2vfEZzZuD7"} -{"_id":"jhjo20QoiD5exf09","name":"Calligrapher's Supplies","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\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":5,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/note-letter.jpg"} -{"_id":"jlI44g90pp4VazBU","name":"Block and Tackle","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/tool-hook.jpg"} -{"name":"Giant Slayer Greataxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":7,"price":7000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +1","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/greataxe.jpg","_id":"jmSC8I5awCoxNVv7"} -{"name":"Ioun Stone of Reserve","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Reserve. This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 − 1 levels of stored spells chosen by the GM.

\n

Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

\n

While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/crystal-purple.jpg","_id":"jvKmgJYL33E8gev5"} -{"_id":"k2B9P3gm2NGjJ1m0","name":"Hide Armor +1","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":12,"price":1510,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":13,"dex":2},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":400000,"flags":{},"img":"systems/dnd5e/icons/items/armor/hide.webp"} -{"name":"Wand of the War Mage +2","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a spellcaster)

\n

While holding this wand, you gain a bonus to spell attack rolls of +2. In addition, you ignore half cover when making a spell attack.

","chat":"","unidentified":""},"source":"DMG pg. 212","quantity":1,"weight":1,"price":4800,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-red.jpg","_id":"k3T7tpcdzDyVKlF4"} -{"name":"Greatsword +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":6,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-great.jpg","_id":"kBVK2IiZYRkEYtcM"} -{"name":"Light Crossbow +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":5,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"lgt":false,"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-light.jpg","_id":"kHjpHTKex95ULxUX"} -{"name":"Potion of Force 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 Force type damage for 1 hour.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/items/potions/major-blue.jpg","_id":"kKGJjVVlJVoakWgQ"} -{"name":"Battleaxe +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":4,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","slashing"]],"versatile":"1d10 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/battleaxe.webp","_id":"kNlvoSTcdMqxJPmI"} -{"name":"Dancing Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

\n

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

\n

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":3,"price":2000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":4,"max":4,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":true,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_11.jpg","_id":"kOYXMf4GTtD7OqbD"} -{"name":"Holy Avenger Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a paladin)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

\n

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":2,"price":165000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod + 3","piercing"]],"versatile":""},"formula":"2d10","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/skills/light_05.jpg","_id":"kTxi62RTrrdrIBr9"} -{"_id":"kdkpSZMUHGXGM15H","name":"Signet Ring","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A ring with specific design to denote membership and rank within a house or organization.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":0,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4700000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-orange.jpg"} -{"name":"Wand of Polymorph","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a spellcaster)

\n

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the @Compendium[dnd5e.spells.04nMsTWkIFvkbXlY]{Polymorph} spell (save DC 15) from it.

\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. 211","quantity":1,"weight":1,"price":32000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d6 +1","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-red.jpg","_id":"khyjT3dKyoEOf4eA"} -{"_id":"kjTPoUeomTPWJ9h3","name":"Adamantine Chain Shirt","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":20,"price":550,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":13,"dex":2,"label":"Armor Value"},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"medium","_deprecated":true,"type":"String","label":"Armor Type"}},"sort":3600000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/scale.webp"} -{"name":"Spellguard Shield","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

","chat":"","unidentified":""},"source":"DMG pg. 201","quantity":1,"weight":6,"price":50000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"shield","value":2,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/badge-coin.jpg","_id":"kpDbCYgUivh7NApp"} -{"name":"Dwarven Thrower","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a dwarf)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.

\n

**Foundry note: to apply the additional damage to a giant, please use the Other Formula one more time.

","chat":"","unidentified":""},"source":"DMG pg. 167","quantity":1,"weight":2,"price":18000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","bludgeoning"]],"versatile":"1d10 + @mod +3"},"formula":"1d8","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":true,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1900000,"flags":{"betterRolls5e":{"quickDamage":{"value":{"0":true,"1":true,"2":true},"altValue":{"0":true,"1":true,"2":true}}}},"img":"systems/dnd5e/icons/items/weapons/warhammer.webp","_id":"kvD4ElYCfCKpjDeg"} -{"name":"War Pick +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":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"value":"","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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/pick.jpg","_id":"l2T46xCqUbJvKE7A"} -{"name":"Staff of the Magi","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a sorcerer, warlock, or wizard)

\n

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.

\n

The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.

\n

Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its Retributive Strike (see below).

\n

Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: @Compendium[dnd5e.spells.1LkZvINag7KqBmDR]{Conjure Elemental} (7 charges), @Compendium[dnd5e.spells.15Fa6q1nH27XfbR8]{Dispel Magic} (3 charges), @Compendium[dnd5e.spells.ztgcdrWPshKRpFd0]{Fireball} (7th-level version, 7 charges), @Compendium[dnd5e.spells.FjYE214HTERCRZNm]{Flaming Sphere} (2 charges), @Compendium[dnd5e.spells.WN2LWEljYU6QqnRH]{Ice Storm} (4 charges), @Compendium[dnd5e.spells.1N8dDMMgZ1h1YJ3B]{Invisibility} (2 charges), @Compendium[dnd5e.spells.1nhIxh0DsJsntCfj]{Knock} (2 charges), @Compendium[dnd5e.spells.IyikgTEOTv701jgQ]{Lightning Bolt} (7th-level version, 7 charges), @Compendium[dnd5e.spells.d9MwcXi7Il3HROXd]{Passwall} (5 charges), @Compendium[dnd5e.spells.J6Jpw5XzB5aTeqnz]{Plane Shift} (7 charges), @Compendium[dnd5e.spells.HQfd7jJyULIoGxrZ]{Telekinesis} (5 charges), @Compendium[dnd5e.spells.X3DrXgxjwI2dvkD6]{Wall of Fire} (4 charges), or @Compendium[dnd5e.spells.UJJu9c2UvCzVljiP]{Web} (2 charges).

\n

You can also use an action to cast one of the following spells from the staff without using any charges: @Compendium[dnd5e.spells.8cse7rit0oswRPUP]{Arcane Lock}, @Compendium[dnd5e.spells.ghXTfe7sgCbgf1Q8]{Detect Magic}, @Compendium[dnd5e.spells.WahI41a3goVUg0x1]{Enlarge/Reduce}, @Compendium[dnd5e.spells.Bnn9Nzajixvow9xi]{Light}, @Compendium[dnd5e.spells.Utk1OQRwYkMkFRD3]{Mage Hand}, or @Compendium[dnd5e.spells.xmDBqZhRVrtLP8h2]{Protection from Evil and Good}.

\n

Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

\n

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Distance from OriginDamage
10 ft. away or closer8 x the number of charges in the staff
11 to 20 ft. away6 x the number of charges in the staff
21 to 30 ft. away4 x the number of charges in the staff
\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 203","quantity":1,"weight":4,"price":350000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":10,"max":50,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","bludgeoning"]],"versatile":"1d8 + @mod +2"},"formula":"4d6 +2","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","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":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff-red.jpg","_id":"l3V7V8VCXpmAAysQ"} -{"name":"Book of Lore","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A book containing historical accounts, information pertaining to a particular field of lore, myth, or legend.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/book-orange.jpg","_id":"l794iywHk8Wc6Uvi"} -{"name":"Lance +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.

\n

Special. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":true,"rel":false,"ret":false,"spc":true,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3100000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_02.jpg","_id":"l88FXiodYofrJT8a"} -{"name":"Potion of Cloud Giant Strength","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 27 for 1 hour.  The potion has no effect on you if your Strength is equal to or greater than that score.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":1750,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2800000,"flags":{},"img":"systems/dnd5e/icons/items/potions/grand-blue.jpg","_id":"lAcTZgNtpmks2Mo5"} -{"_id":"lHS63sC6bypENNlR","name":"Flask","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A flask holds 1 pint of liquid.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":1,"weightless":true},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":3900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/flask-dark.jpg"} -{"name":"Vicious Javelin","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This light and flexible spear is designed for throwing, but is versatile enough to be used in melee combat as well.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bolt.webp","_id":"lM5uo6R4gy8rJG5Y"} -{"_id":"lN1VbnGFo3HNZXNb","name":"Half Plate 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":40,"price":6750,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":15,"dex":2,"label":"Armor Value"},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"medium","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":3700000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/halfplate.webp"} -{"name":"Wand of Wonder","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement by a spellcaster)

\n

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.

\n

If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.

\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 dust and is destroyed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Effect
01-05You cast @Compendium[dnd5e.spells.yqUDoxk4x0NWG5Bz]{Slow}.
06-10You cast @Compendium[dnd5e.spells.nqBDWkVOfcGZt4YU]{Faerie Fire}.
11-15You are stunned until the start of your next turn, believing something awesome just happened.
16-20You cast @Compendium[dnd5e.spells.FSMy6VAjDnXY9vWz]{Gust of Wind}.
21-25You cast @Compendium[dnd5e.spells.ppWAAEul0QHtm4er]{Detect Thoughts} on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.
26-30You cast @Compendium[dnd5e.spells.TwlD4PLcltv7Xh7j]{Stinking Cloud}.
31-33Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
34-36An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01–25, a @Compendium[dnd5e.monsters.SBCe2BSa6opTS5M4]{Rhinoceros} appears; on a 26–50, an @Compendium[dnd5e.monsters.jLPhaBnMtAbB5dp1]{Elephant} appears; and on a 51–100, a @Compendium[dnd5e.monsters.pozQUPTnLZW8epox]{Rat} appears.
37-46You cast @Compendium[dnd5e.spells.IyikgTEOTv701jgQ]{Lightning Bolt}.
47-49A cloud of 600 oversized butterflies fills a 30‐foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
50-53You enlarge the target as if you had cast @Compendium[dnd5e.spells.WahI41a3goVUg0x1]{Enlarge/Reduce}. If the target can't be affected by that spell, or if you didn't target a creature, you become the target.
54-58You cast @Compendium[dnd5e.spells.S7VbUetIfVT7B6Eq]{Darkness}.
59-62Grass grows on the ground in a 60‐foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.
63-65An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
66-69You shrink yourself as if you had cast @Compendium[dnd5e.spells.WahI41a3goVUg0x1]{Enlarge/Reduce} on yourself.
70-79You cast @Compendium[dnd5e.spells.ztgcdrWPshKRpFd0]{Fireball}.
80-84You cast @Compendium[dnd5e.spells.1N8dDMMgZ1h1YJ3B]{Invisibility} on yourself.
85-87Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
88-90A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
91-95A burst of colorful shimmering light extends from you in a 30‐foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded 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.
96-97The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
98-00If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target 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 target is freed by the greater restoration spell or similar magic.
\n

 

","chat":"","unidentified":""},"source":"DMG pg. 212","quantity":1,"weight":1,"price":24000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d6 +1","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"wand","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/weapons/staff-skull.jpg","_id":"lPsueMv4ZoXqCYf9"} -{"name":"Apparatus of the Crab","permission":{"default":0},"type":"consumable","data":{"description":{"value":"
Wondrous item
\n
 
\n
This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks  a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.
\n
 
\n
The Apparatus of the Crab is a Large object with the following statistics:
\n
AC: 20
Hit Points: 200
Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended)
Damage Immunities: poison, psychic

To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.

The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.

A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as show in the Apparatus of the Crab Levers table.

Apparatus of the Crab Levers table:
\n
 
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LeverUpDown
1Legs and tail extend, allowing the apparatus to walk and swim.Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed.
2Forward window shutter opens.Forward window shutter closes.
3Side window shutters open (two per side).Side window shutters close (two per side).
4Two claws extend from the front sides of the apparatus.The claws retract.
5Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage.Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is Grappled (escape DC 15).
6The apparatus walks or swims forward.The apparatus walks or swims backward.
7The apparatus turns 90 degrees left.The apparatus turns 90 degrees right.
8Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet.The light turns off.
9The apparatus sinks as much as 20 feet in liquid.The apparatus rises up to 20 feet in liquid.
10The rear hatch unseals and opens.The rear hatch closes and seals.
\n

 

\n
","chat":"","unidentified":""},"source":"DMG pg. 151","quantity":1,"weight":500,"price":10000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/barrel.jpg","_id":"lSd5QHnIJbKvP1bh"} -{"name":"Silver Horn of Valhalla","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a @Compendium[dnd5e.monsters.kz1t6xeXVwODpYb2]{Berserker}. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

\n

Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Horn TypeBerserkers SummonedRequirement
01-40Silver2d4 + 2None
41-75Brass3d4 + 3Proficiency with all simple weapons
76-90Bronze4d4 + 4Proficiency with all medium armor
91-00Iron5d4 + 5Proficiency with all martial weapons
\n

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":3,"price":5600,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4 +2",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/horn.jpg","_id":"lTfo6OVvAY2iJ4oq"} -{"name":"Emblem","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

A symbol engraved or carefully inlaid on a shield or some other device representing a deity through which a true believer can call forth their power and in doing so spread the faith.

\n

Spellcasting Focus. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"special","cost":0,"condition":"Holy symbol must be clearly visible."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/badge-sun.jpg","_id":"laVqttkGMW4B9654"} -{"_id":"lccm5AjIk91aIHbi","name":"Breastplate 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":20,"price":6400,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":14,"dex":2,"label":"Armor Value"},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"medium","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":3300000,"flags":{"_sheetTab":"details"},"img":"systems/dnd5e/icons/items/armor/halfplate.webp"} -{"name":"Whip +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":3,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"rch":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/whip.webp","_id":"lcqqW2vGF6P8nJ77"} -{"name":"Staff of Fire","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a druid, sorcerer, warlock, or wizard)

\n

You have resistance to fire damage while you hold this staff.

\n

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: @Compendium[dnd5e.spells.5SuJewoa1CRWaj1F]{Burning Hands} (1 charge), @Compendium[dnd5e.spells.ztgcdrWPshKRpFd0]{Fireball} (3 charges), or @Compendium[dnd5e.spells.X3DrXgxjwI2dvkD6]{Wall of Fire} (4 charges).

\n

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.

\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 201","quantity":1,"weight":4,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":10,"max":10,"per":"charges"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +4","save":{"ability":"dex","dc":null,"scaling":"spell"},"weaponType":"simpleM","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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff-red.jpg","_id":"lsiR1hVfISlC5YoB"} -{"name":"Vicious Whip","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A tensile lash made of leather, cord, or chain which can lash out at nearby enemies, dealing lacerations and harrying them from a distance.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"rch":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3900000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/whip.webp","_id":"luTJgPXN5n0EN7iy"} -{"name":"Iron Flask","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.

\n

You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.

\n

An @Compendium[dnd5e.spells.3OZnNhunvRtPOQmH]{Identify} spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Contents
1-50Empty
51-54Demon (type 1)
55-58Demon (type 2)
59-62Demon (type 3)
63-64Demon (type 4)
65Demon (type 5)
66Demon (type 6)
67@Compendium[dnd5e.monsters.m4H3hjamBNMH09S9]{Deva}
68-69Devil (greater)
70-73Devil (lesser)
74-75@Compendium[dnd5e.monsters.5P1VGAZQwOilwZQf]{Djinni}
76-77@Compendium[dnd5e.monsters.LTomFUTBrkRi0Pj5]{Efreeti}
78-83Elemental ( @Compendium[dnd5e.monsters.banHjKDMCegbUwYE]{Air Elemental} @Compendium[dnd5e.monsters.sApYLZj9PTZ40wJr]{Earth Elemental} @Compendium[dnd5e.monsters.brSo9cWhtpG0ifU5]{Fire Elemental} @Compendium[dnd5e.monsters.namJz755U1EhvEJa]{Water Elemental} )
84-86@Compendium[dnd5e.monsters.oDspGxRQFBhE74L2]{Invisible Stalker}
87-90@Compendium[dnd5e.monsters.xvh2UOKv1bh03Gih]{Night Hag}
91@Compendium[dnd5e.monsters.XEByBLeOkDgL3mrr]{Planetar}
92-95@Compendium[dnd5e.monsters.yVNPVJIBpQ2Mp3Xa]{Salamander}
96@Compendium[dnd5e.monsters.lOYt73eaJojBDxAV]{Solar}
97-99Succubus / Incubus
100@Compendium[dnd5e.monsters.2MZNHeOZweXAYbv1]{Xorn}
\n

 

","chat":"","unidentified":""},"source":"DMG pg. 178","quantity":1,"weight":0.1,"price":31000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1500000,"flags":{},"img":"systems/dnd5e/icons/items/potions/minor-empty.jpg","_id":"lvLrkAR7k8DS7J3W"} -{"name":"Cloak of Protection","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

You gain a +1 bonus to AC and saving throws while you wear this cloak.

","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":3,"price":3500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3900000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/cloak-fur.jpg","_id":"lvaMqEhfidfHDGf5"} -{"name":"Mace +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":4,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","_id":"m1hJnK7CHsaJB26v"} -{"name":"Mace of Disruption","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.

\n

While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":4,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"wis","dc":15,"scaling":"flat"},"weaponType":"simpleM","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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1300000,"flags":{},"img":"systems/dnd5e/icons/skills/light_06.jpg","_id":"m7RubLd1lUcMjYgY"} -{"name":"Oathbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you nock an arrow on this bow, it whispers in Elvish, \"Swift defeat to my enemies.\" When you use this weapon to make a ranged attack, you can, as a command phrase, say, \"Swift death to you who have wronged me.\" The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.

\n

When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.

\n

While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":2,"price":3500,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command phrase."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":1,"max":1,"per":"day"},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1300000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bow-hunting.jpg","_id":"mGIwk9FwTAJB6qTn"} -{"_id":"mQVYcHmMSoCUnBnM","name":"Bucket","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A bucket holds 3 gallons of liquid or ½ cubic foot of solids.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":2,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":25,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0}},"sort":800001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/tankard-empty.jpg"} -{"name":"Wind Fan","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

While holding this fan, you can use an action to cast the @Compendium[dnd5e.spells.FSMy6VAjDnXY9vWz]{Gust of Wind} spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":0,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d5","save":{"ability":"str","dc":13,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/inventory/monster-angel-wing.jpg","_id":"mYFfH24uzuKh4IPS"} -{"_id":"meJEfX3gZgtMX4x2","name":"Vial","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A vial can hold up to 4 ounces of liquid.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":0,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":0.25,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":4800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bottle-empty.jpg"} -{"name":"Potion of Hill Giant Strength","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

\n

When you drink this potion, your Strength score changes to 21 for 1 hour.  The potion has no effect on you if your Strength is equal to or greater than that score.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":900,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3100000,"flags":{},"img":"systems/dnd5e/icons/items/potions/major-green.jpg","_id":"mhFBTY0egW8AeCHe"} -{"name":"Greatclub +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":10,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"two":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1400001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/greatclub.webp","_id":"mkyltDYnuzNU3kmF"} -{"name":"Robe of the Archmagi","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement by a sorcerer, warlock, or wizard)

\n

This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment. You gain these benefits while wearing the robe:

\n","chat":"","unidentified":""},"source":"DMG pg. 194","quantity":1,"weight":1,"price":34000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"none","cost":0,"condition":"Alignment must match the robe's to attune."},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_20.jpg","_id":"mr96Z8YTI490ExhP"} -{"name":"Spell Scroll 7th Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

\n

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 17. On a failed check, the spell disappears from the scroll with no other effect.

\n

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 18
Attack bonus: +10.

\n

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":2560,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Spell must be on the caster's spell list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":10,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/scroll-magic.jpg","_id":"mtyw4NS1s7j2EJaD"} -{"_id":"n1V07puo0RQxPGuF","name":"Hide Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":12,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"medium","value":12,"dex":2},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":400000,"flags":{},"img":"systems/dnd5e/icons/items/armor/hide.webp"} -{"name":"Adamantine Chain Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":55,"price":575,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":16,"dex":0,"label":"Armor Value"},"strength":13,"stealth":true,"proficient":false,"armorType":{"value":"heavy","_deprecated":true,"type":"String","label":"Armor Type"}},"sort":3400000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/scale.webp","_id":"n7fm71CN7qDIBEKk"} -{"name":"Horseshoes of Speed","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":8,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/horseshoe.jpg","_id":"nAqDwI9GyXS1diiz"} -{"name":"Giant Slayer Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":6,"price":7000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +1","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/greatsword.webp","_id":"nBFr5xTWeChM7xrb"} -{"name":"Luck Blade Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

\n

Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

\n

Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the @Compendium[dnd5e.spells.3okM6Gn63zzEULkz]{Wish} spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":2,"price":210000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_10.jpg","_id":"nL0Y0X8SjF58OmBM"} -{"name":"Figurine of Wondrous Power Silver Raven","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Serpentine Owl. This silver statuette of a raven can become a @Compendium[dnd5e.monsters.LPdX5YLlwci0NDZx]{Raven} for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the @Compendium[dnd5e.spells.X8w9EzYLGc4vQ1H2]{Animal Messenger} spell on it at will.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":0.1,"price":5000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":12,"units":"hour"},"target":{"value":2.5,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":7000001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/feather-white.jpg","_id":"nMtmxeYrbyFdv0bg"} -{"name":"Defender Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

\n

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

\n

**Foundry note: the sword's bonus to attack and damage rolls have been included; please remember to manually subtract should the user transfer any of the bonus to their AC.

","chat":"","unidentified":""},"source":"DMG pg. 164","quantity":1,"weight":6,"price":24000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_31.jpg","_id":"nSNhjX5F7f86AW1a"} -{"_id":"nXWdGtzi8DXDLLsL","name":"Pitcher","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

A pitcher holds 1 gallon of liquid.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":4,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":8.4,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/jug.jpg"} -{"name":"Potion of Animal Friendship","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Agitating this muddy liquid brings little bits into view: a fish scale, hummingbird tongue, a cat claw, or a squirrel hair.

\n

When you drink this potion, you can cast the @Compendium[dnd5e.spells.hDOENzjuj5WpLq7B]{Animal Friendship}  spell (save DC 13) for 1 hour at will.

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":200,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Beast must have an Intelligence of 3 or lower."},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"flat"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1600000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-4.jpg","_id":"nXWevqtV6p484N59"} -{"name":"Vicious Greataxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This enormous axe features two twin crescent blades mounted on either side of a tall spiked shaft. Designed to be wielded with two hands and cleave foes in twain.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":7,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3000000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/greataxe.jpg","_id":"nY6CnKEHyJ5STgt5"} -{"_id":"nfIRTECQIG81CvM4","name":"Club","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A stout knob of wood forms a simple, but effective, cudgel. These weapons are used to bludgeon foes, bruising flesh and breaking bones.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/club-spikes.jpg"} -{"name":"Ioun Stone of Mastery","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Mastery. Your proficiency bonus increases by 1 while this pale green prism orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":15000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gem-green.jpg","_id":"nk2MH16KcZmKp7FQ"} -{"name":"Halberd +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":6,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/glaive.webp","_id":"nl7cc7Z1HpSHbUdQ"} -{"name":"War Pick +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":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"value":"","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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/pick.jpg","_id":"nrvAo3TznyQrHS1t"} -{"_id":"nsXZejlmgalj4he9","name":"Ring Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":40,"price":30,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"heavy","value":14,"dex":0},"strength":0,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":750000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.webp"} -{"name":"Pipes of the Sewers","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.

\n

The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one @Compendium[dnd5e.monsters.8ihbbjkaOFTPbI73]{Swarm of Rats} with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.

\n

Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.

","chat":"","unidentified":""},"source":"DMG pg. 185","quantity":1,"weight":1,"price":2000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"bonus","cost":1,"condition":"Proficiency with wind instruments. "},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":0.5,"long":0,"units":"mi"},"uses":{"value":3,"max":3,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1400000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/flute.jpg","_id":"nvhk1quD0Dg1ZtSH"} -{"name":"Trident of Fish Command","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast @Compendium[dnd5e.spells.LrPvWHBPmiMQQsKB]{Dominate Beast} (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":4,"price":800,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_17.jpg","_id":"o4Irx3hHiD3FnPbL"} -{"name":"Hand Crossbow +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,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"lgt":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1500001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-light.jpg","_id":"oG4rvCuMstgl4Nez"} -{"name":"Tome of Leadership and Influence","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This book contains guidelines for influencing and charming others, 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 Charisma 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. 208","quantity":1,"weight":1,"price":100000,"attuned":false,"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,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":false,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/book-folder.jpg","_id":"oN4Glcmi4BhdAI3k"} -{"name":"Pipes of Haunting","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours.

\n

The pipes regain 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 185","quantity":1,"weight":1,"price":6000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Proficiency with wind instruments. "},"duration":{"value":1,"units":"minute"},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1400000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/flute.jpg","_id":"oNLfJNRQgUHpU8c7"} -{"name":"Deck of Many Things","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.

\n

Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.

\n

Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Playing CardCard
Ace of DiamondsVizier*
King of DiamondsSun
Queen of DiamondsMoon
Jack of DiamondsStar
Two of DiamondsComet*
Ace of HeartsThe Fates*
King of HeartsThrone
Queen of HeartsKey
Jack of HeartsKnight
Two of HeartsGem*
Ace of ClubsTalons*
King of ClubsThe Void
Queen of ClubsFlames
Jack of ClubsSkull
Two of ClubsIdiot*
Ace of SpadesDonjon*
King of SpadesRuin
Queen of SpadesEuryale
Jack of SpadesRogue
Two of SpadesBalance*
Joker (with TM)Fool*
Joker (without TM)Jester
\n

*Found only in a deck with twenty-two cards

\n

Balance. Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.

\n

Comet. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.

\n

Donjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a @Compendium[dnd5e.spells.3okM6Gn63zzEULkz]{Wish} can reveal the location of your prison. You draw no more cards.

\n

Euryale. The card's medusa-like visage curses you. You take a −2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.

\n

The Fates. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.

\n

Flames. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.

\n

Fool. You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.

\n

Gem. Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.

\n

Idiot. Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.

\n

Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.

\n

Key. A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon.

\n

Knight. You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.

\n

Moon. You are granted the ability to cast the @Compendium[dnd5e.spells.3okM6Gn63zzEULkz]{Wish} spell 1d3 times.

\n

Rogue. A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a @Compendium[dnd5e.spells.3okM6Gn63zzEULkz]{Wish} spell or divine intervention can end the NPC's hostility toward you.

\n

Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.

\n

Skull. You summon an avatar of death - a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.

\n

Avatar of Death

\n

Medium undead, neutral evil

\n

Armor Class 20
Hit Points half the hit point maximum of its summoner
Speed 60 ft., fly 60 ft. (hover)

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
STRDEXCONINTWISCHA
16 (+3)16 (+3)16 (+3)16 (+3)16 (+3)16 (+3)
\n

Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., truesight 60 ft., passive Perception 13
Languages all languages known to its summoner
Challenge -- (0 XP)

\n

Incorporeal Movement. The avatar 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.
Turning Immunity. The avatar is immune to features that turn undead.

\n

Actions

\n

Reaping Scythe. The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage.

\n

 

\n

Star. Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24.

\n

Sun. You gain 50,000 XP, and a wondrous item (which the GM determines randomly) appears in your hands.

\n

Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish.

\n

Throne. You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours.

\n

Vizier. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.

\n

The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A @Compendium[dnd5e.spells.3okM6Gn63zzEULkz]{Wish} spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards.

","chat":"","unidentified":""},"source":"DMG pg. 162","quantity":1,"weight":0.1,"price":6120,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":22,"max":22,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1500000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/bills.jpg","_id":"oSarKEU8x1AupB6z"} -{"_id":"oY8KbpGmB5H2Deoy","name":"Silk Rope (50 ft.)","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":5,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":17,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/rope.jpg"} -{"name":"Periapt of Proof Against Poison","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

","chat":"","unidentified":""},"source":"DMG pg. 184","quantity":1,"weight":0.01,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/amulet-tribal.jpg","_id":"oYZNXHth1UYxPwVi"} -{"name":"Prayer Book","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A book containing prayers and incantations dedicated to a specific power for the faithful to follow.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":5,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/book-red.jpg","_id":"odV5cq2HSLSCH69k"} -{"name":"Dragon Slayer Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.

","chat":"","unidentified":""},"source":"DMG pg. 166","quantity":1,"weight":6,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod +1","slashing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_06.jpg","_id":"orHjq3XDPz4eXcov"} -{"_id":"osLzOwQdPtrK3rQH","name":"Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-short.jpg"} -{"name":"Gloves of Missile Snaring","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":0.1,"price":3000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d10 + @mod","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_14.jpg","_id":"otYAEwhsANKHZAmk"} -{"name":"Mantle of Spell Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

You have advantage on saving throws against spells while you wear this cloak.

","chat":"","unidentified":""},"source":"DMG pg. 180","quantity":1,"weight":3,"price":30000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1300000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_07.jpg","_id":"oxzUb5j1TMsccGW4"} -{"name":"Vicious Blowgun","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A primitive, but deadly, weapon favored by tribes and guerrila fighters. The darts fired from this gun can puncture and deliver lethal doses of venom.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":1,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":25,"long":100,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff.webp","_id":"ozYrQ5N4s81h35Fa"} -{"name":"Rapier of Life Stealing","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Must roll a 20 and the target cannot be undead."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod","piercing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_24.jpg","_id":"p01JzD9RpIOkJiqK"} -{"_id":"p2zChy24ZJdVqMSH","name":"Chain Shirt","permission":{"default":0},"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,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":13,"dex":2},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":500000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.webp"} -{"name":"Vicious Greatclub","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A larger variant of the simple club, a hefty wooden shaft with an enormous knot of wood upon the end deals crippling bludgeoning damage to unfortunate foes.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":10,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"two":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1400001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/greatclub.webp","_id":"p9dtQU9wEZGumHSb"} -{"name":"Vicious Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A lengthy stright blade designed for slashing foes, the longsword is a highly versatile weapon that may also be wielded with two hands for more punishing strikes.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":3,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-long.jpg","_id":"pC3202gDTy8G5i4r"} -{"name":"Longsword 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,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"1d4","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"martialM","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":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/skills/affliction_01.jpg","_id":"pG6dddIcb9NmPrdt"} -{"name":"Amulet","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

An amulet depicting a symbol representing a deity through which a true believer can call forth their power and in doing so spread the faith.

\n

Spellcasting Focus. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"special","cost":0,"condition":"Holy symbol must be clearly visible."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":null,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/amulet-blue.jpg","_id":"paqlMjggWkBIAeCe"} -{"_id":"psoZaItkOScMVaHL","name":"Oil Flask","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon.

\n

On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level.

\n

If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":0.1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":20,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":200001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bottle-empty.jpg"} -{"name":"Light Hammer +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":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","properties":{"lgt":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/hammer-light.jpg","_id":"q24QnImAicnT9Byd"} -{"name":"Sling +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":0,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"amm":true,"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/sling.jpg","_id":"q3WqP3r2emnumyUF"} -{"_id":"qBSEGJyHxdKIlBfj","name":"Potion of Poison","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This concoction looks, smells, and tastes like a potion of healing or other beneficial potion.

\n

However, it is actually poison masked by illusion magic.  An identify spell reveals its true nature.

\n

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

\n

Foundry note: to apply the reduced damage from a successful Constitution save, please use the Other Formula (set at 1d6) as required.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":100,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":"spec"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","poison"]],"versatile":""},"formula":"1d6","save":{"ability":"con","dc":13,"scaling":"flat"},"consumableType":"poison","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3100000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-7.jpg"} -{"name":"Musical Instrument: Lute","permission":{"default":0},"type":"tool","data":{"description":{"value":"

A lute 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 spellcasting focus. Each type of musical instrument requires a separate proficiency. 

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":35,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":400000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/lute.jpg","_id":"qBydtUUIkv520DT7"} -{"name":"Luck Blade Rapier","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

\n

Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

\n

Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the @Compendium[dnd5e.spells.3okM6Gn63zzEULkz]{Wish} spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":3,"price":210000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_10.jpg","_id":"qGH7YqWhi0tHisMi"} -{"name":"Vicious Sling","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A flexible lash of leather affixed to a wooden handle which is capable of flinging rocks or metal bullets with deadly velocity.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":0,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"amm":true,"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1600000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/sling.jpg","_id":"qGRN4wvZLJ8uITf2"} -{"name":"Ring of Necrotic Resistance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has been inlaid with a jet stone that seems to swallow any light that it catches.

\n

You have resistance to necrotic damage while wearing this ring.

","chat":"","unidentified":""},"source":"DMG pg. 192","quantity":1,"weight":0,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-iron.jpg","_id":"qMGkmzfLHfXd7DiJ"} -{"_id":"qMzHmlmha8qMDnEF","name":"Lamp","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":0,"price":0.5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":45,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":3700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/lamp.jpg"} -{"_id":"qRMQH8lRE42JkugE","name":"Mithral Half Plate Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 182","quantity":1,"weight":40,"price":1550,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":15,"dex":2,"label":"Armor Value"},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"medium","_deprecated":true,"type":"String","label":"Armor Type"},"attributes":{"spelldc":10}},"sort":4700001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/halfplate.webp"} -{"name":"Flame Tongue Scimitar","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":3,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/skills/fire_13.jpg","_id":"qVHCzgVvOZAtuk4N"} -{"name":"Iron Horn of Valhalla","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a @Compendium[dnd5e.monsters.kz1t6xeXVwODpYb2]{Berserker}. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

\n

Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Horn TypeBerserkers SummonedRequirement
01-40Silver2d4 + 2None
41-75Brass3d4 + 3Proficiency with all simple weapons
76-90Bronze4d4 + 4Proficiency with all medium armor
91-00Iron5d4 + 5Proficiency with all martial weapons
\n

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":3,"price":14000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d4 +5",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/horn.jpg","_id":"qVuZznv0MnIjDU70"} -{"_id":"qWlXDEgqdmdZWoab","name":"Shovel","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A tool resembling a spade with a broad blade and typically upturned sides, used for moving coals, earth, snow or other material.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":5,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/pickaxe.jpg"} -{"name":"Decanter of Endless Water","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

\n

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

\n

• \"Stream\" produces 1 gallon of water.

\n

• \"Fountain\" produces 5 gallons of water.

\n

• \"Geyser\" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a Bonus Action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":2,"price":135000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":1,"units":"turn"},"target":{"value":30,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"str","dc":13,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/potions/magic-blue.jpg","_id":"qXcUKfCVxEvV3VU8"} -{"_id":"qaSro7kFhxD6INbZ","name":"Hand Crossbow","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A lightweight crossbow designed to be held in one hand or strapped to one's wrist to fire light bolts.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":75,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialR","properties":{"amm":true,"lgt":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":1500001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-light.jpg"} -{"name":"Pike +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":18,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/pike.jpg","_id":"qcEiSj67zfbLvYdJ"} -{"name":"Greataxe +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":7,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/greataxe.jpg","_id":"qhdGVfT5j6u46mtk"} -{"name":"Vicious Flail","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A set of chain-linked spiked balls lashed to a stout wooden shaft. The flail deals devastating damage when whirled in a deadly arc.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":2,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+@mod","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","_id":"qmuOeNsOKwkn6K8W"} -{"name":"Ring of the Ram","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.

\n

Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.

\n

**Foundry note: the Other Formula is set to calculate 1d20 +5  for one charge expended to make the Strength check. Please +5 per any extra charge as required.

","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":1,"price":5000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"","actionType":"rsak","attackBonus":7,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","force"]],"versatile":""},"formula":"1d20 +5","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-iron.jpg","_id":"qw05Om9XWqTMoio2"} -{"name":"Vicious Lance","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A shining steel tip to puncture the hardiest of foe's defences, driven in by the force of a galloping steed. Although best suited for mounted combat, the lance can be brought to lethal effect on foot in the right hands.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

\n

Special. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":6,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":true,"rel":false,"ret":false,"spc":true,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3100000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_02.jpg","_id":"r8yK6SrWOz4hqF01"} -{"name":"Lance +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.

\n

Special. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":6,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":true,"rel":false,"ret":false,"spc":true,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3100000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_02.jpg","_id":"r97KnMO7Zxgfdh3P"} -{"name":"Net +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 rolls made with this magic weapon.

\n

Special. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":3,"price":200,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":15,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"flat"},"weaponType":"martialR","properties":{"spc":true,"thr":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":400000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/net.jpg","_id":"rJKXDPikXSYXYgb5"} -{"_id":"rLMflzmxpe8JGTOA","name":"Chain Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":55,"price":75,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"heavy","value":16,"dex":0},"strength":13,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":800000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.webp"} -{"_id":"rOG1OM2ihgPjOvFW","name":"Glaive","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A crescent blade is mounted on the end of a tall metal shaft. This polearm provies the ability to attack with deadly efficiency from greater range than typical melee weapons.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":6,"price":"20","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/items/weapons/glaive.webp"} -{"name":"Spell Scroll Cantrip Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

\n

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 10. On a failed check, the spell disappears from the scroll with no other effect.

\n

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 13
Attack Bonus: +5.

\n

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":"Spell must be on the caster's spell list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":5,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/note-scroll.jpg","_id":"rQ6sO7HDWzqMhSI3"} -{"name":"Bowl of Commanding Water Elementals","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a @Compendium[dnd5e.monsters.namJz755U1EhvEJa]{Water Elemental}, as if you had cast the @Compendium[dnd5e.spells.1LkZvINag7KqBmDR]{Conjure Elemental} spell. The bowl can't be used this way again until the next dawn.

\n

The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.

","chat":"","unidentified":""},"source":"DMG pg. 156","quantity":1,"weight":3,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3700000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/blue_36.jpg","_id":"rRMaaGZ7qbzqMvoI"} -{"_id":"rTbVrNcwApnuTz5E","name":"Glassblower's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\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":5,"price":30,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"int","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2200000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/backpack.jpg"} -{"name":"Potion of Invisibility","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This potion’s container looks empty but feels as though it holds liquid. 

\n

When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":180,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2900000,"flags":{},"img":"systems/dnd5e/icons/items/potions/major-empty.jpg","_id":"rTn4p9nJr4Aq2GPB"} -{"_id":"rY9sRFQp5CFSfsat","name":"Helm of Comprehending Languages","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item

\n

While wearing this helm, you can use an action to cast the @Compendium[dnd5e.spells.4dSvfvTy2ZIJ3K4k]{Comprehend Languages} spell from it at will.

","chat":"","unidentified":""},"source":"DMG pg. 173","quantity":1,"weight":2,"price":500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":0,"dex":null},"strength":null,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2100000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_03.jpg"} -{"name":"Glaive +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":6,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"hvy":true,"two":true,"rch":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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/glaive.webp","_id":"rc9nkN6YOD7ogtEi"} -{"name":"Helm of Brilliance","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.

\n

You gain the following benefits while wearing it:

\n\n

Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.

","chat":"","unidentified":""},"source":"DMG pg. 173","quantity":1,"weight":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2000000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_07.jpg","_id":"rhGulc3gEJhnuP31"} -{"name":"Portable Hole","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

\n

You can use an action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.

\n

You can use an action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

\n

If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed Portable Hole can survive for up to 10 minutes, after which time it begins to suffocate.

\n

Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

","chat":"","unidentified":""},"source":"DMG pg. 185","quantity":1,"weight":0,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":3,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1500000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_12.jpg","_id":"rvxGvcUzoQXVNbAu"} -{"name":"Figurine of Wondrous Power Ebony Fly","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

A Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

\n

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

\n

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

\n

Ebony Fly. This ebony statuette is carved in the likeness of a horsefly. It can become a Giant Fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.

\n

Giant Fly

\n

Large beast, unaligned

\n

Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 30 ft., fly 60 ft.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
STRDEXCONINTWISCHA
14 (+2)13 (+1)13 (+1)2 (-4)10 (+0)3 (-4)
\n

Senses darkvision 60 ft., passive Perception 10
Languages --

","chat":"","unidentified":""},"source":"DMG pg. 169","quantity":1,"weight":0.1,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":12,"units":"hour"},"target":{"value":10,"units":"ft","type":"space"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":7000001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/monster-legs-insect.jpg","_id":"s2kQs21J3cFg7ZSs"} -{"name":"Cube of Force","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.

\n

You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.

\n

If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
FaceChargesEffect
11Gases, wind, and fog can't pass through the barrier.
22Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
33Living matter can't pass through the barrier.
44Spell effects can't pass through the barrier.
55Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
60The barrier deactivates.
\n

The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table 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
Spell or ItemCharges Lost
@Compendium[dnd5e.spells.HBHbOGKNVVprSlwn]{Disintegrate}1d12
@Compendium[dnd5e.items.t7GfyRp3dB3lqS9i]{Horn of Blasting}1d10
@Compendium[dnd5e.spells.d9MwcXi7Il3HROXd]{Passwall}1d6
@Compendium[dnd5e.spells.eGMhwmuleAM46C6L]{Prismatic Spray}1d20
@Compendium[dnd5e.spells.X3DrXgxjwI2dvkD6]{Wall of Fire}1d4
","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":0.1,"price":16000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Must have enough charges for the face pressed otherwise the Action is lost."},"duration":{"value":1,"units":"minute"},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":36,"max":36,"per":"charges","autoUse":false,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":4025000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/dice.jpg","_id":"s4fR8bxQGSt4wbH7"} -{"name":"Dancing Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

\n

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

\n

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":3,"price":2000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":4,"max":4,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":true,"spc":false,"thr":false,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_11.jpg","_id":"sIiUbRJItYAs5gtA"} -{"name":"Adamantine Plate Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

This armor is reinforced with adamantine, one of the hardest substances in existence.

\n

While you're wearing it, any critical hit against you becomes a normal hit.

","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 150","quantity":1,"weight":65,"price":2000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":18,"dex":0,"label":"Armor Value"},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"heavy","_deprecated":true,"type":"String","label":"Armor Type"}},"sort":4800001,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/armor/plate.webp","_id":"sP8CV5VNEcY1Yh1Q"} -{"_id":"sSs3hSzkKBMNBgTs","name":"Shield","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":6,"price":"10","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"shield","value":2,"dex":null},"strength":"","stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/items/armor/shield.webp"} -{"name":"Censor of Controlling Air Elementals","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

While incense is burning in this censer, you can use an action to speak the censer's command word and summon an @Compendium[dnd5e.monsters.banHjKDMCegbUwYE]{Air Elemental}, as if you had cast the @Compendium[dnd5e.spells.1LkZvINag7KqBmDR]{Conjure Elemental} spell. The censer can't be used this way again until the next dawn.

\n

This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.

","chat":"","unidentified":""},"source":"DMG pg. 158","quantity":1,"weight":1,"price":8000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":3700000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/inventory/chalice-gems.jpg","_id":"sXEkkTDXWQDUMzsC"} -{"name":"Greatsword of Life Stealing","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":6,"price":1000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Must roll a 20 and the target cannot be undead."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 +@mod","slashing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_24.jpg","_id":"sdHSbitJxgTX6aDG"} -{"name":"Warhammer +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":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","bludgeoning"]],"versatile":"1d10 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/warhammer.webp","_id":"setcTdSZ09rmsqMn"} -{"name":"Scimitar of Life Stealing","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":3,"price":1000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Must roll a 20 and the target cannot be undead."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 +@mod","slashing"]],"versatile":""},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_24.jpg","_id":"sfegfmo59MHJg2YC"} -{"_id":"skUih6tBvcBbORzA","name":"Mason's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\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":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"wis","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2500000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/hammer.jpg"} -{"name":"Medallion of Thoughts","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the @Compendium[dnd5e.spells.ppWAAEul0QHtm4er]{Detect Thoughts} spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 181","quantity":1,"weight":0.01,"price":3000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"flat"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/amulet-blue.jpg","_id":"skoUe223EvRYGPL6"} -{"name":"Shortsword +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":2,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-short.jpg","_id":"sl6yiYSlqkHiVVSN"} -{"name":"Bronze Horn of Valhalla","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a @Compendium[dnd5e.monsters.kz1t6xeXVwODpYb2]{Berserker}. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

\n

Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Horn TypeBerserkers SummonedRequirement
01-40Silver2d4 + 2None
41-75Brass3d4 + 3Proficiency with all simple weapons
76-90Bronze4d4 + 4Proficiency with all medium armor
91-00Iron5d4 + 5Proficiency with all martial weapons
\n

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

","chat":"","unidentified":""},"source":"DMG pg. 175","quantity":1,"weight":3,"price":11200,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4 +4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/horn.jpg","_id":"sqcerAMszpe3hwyI"} -{"_id":"srTRzwTfWKO5opOo","name":"Portable Ram","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":35,"price":4,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"str","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["d20 + @abilities.str.mod +4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":3700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/bamboo.jpg"} -{"name":"Dancing Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

\n

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

\n

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":2,"price":2000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":4,"max":4,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":true,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_11.jpg","_id":"stlFCpqW3ZuAftTi"} -{"name":"Ioun Stone of Regeneration","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Regeneration. You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":4000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/coral-white.jpg","_id":"szNhDWpks5BhEXhT"} -{"name":"Yew Wand","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This wand or scepter has been carved from yew or another special wood and inscribed with powerful runes to invoke the power of nature by those who heed its call.

\n

Spellcasting Focus. A druidic focus is a special item designed to channel the power of spells from the druid's spell list. A druid can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"value":"","foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/staff.webp","_id":"t5yP0d7YaKwuKKiH"} -{"name":"Horn of Blasting","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.

\n

Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.

","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":3,"price":450,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word and blow the horn."},"duration":{"value":0,"units":""},"target":{"value":30,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d6","thunder"]],"versatile":""},"formula":"10d6","save":{"ability":"con","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2100000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/horn.jpg","_id":"t7GfyRp3dB3lqS9i"} -{"name":"Quarterstaff +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":4,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","bludgeoning"]],"versatile":"1d8 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2500000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/quarterstaff.jpg","_id":"t8L7B0JWamsvxhui"} -{"_id":"tC0kcqZT9HHAO0PD","name":"Pike","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A sturdy blade mounted upon the end of a long metal haft. Designed as a defensive weapon with considerable reach to both fend off and menace foes.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":18,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3400000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/pike.jpg"} -{"name":"Arrow +1","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

Ammunition used for bows of all varieties.  It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.05,"price":25,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"amm":true,"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_07.jpg","_id":"tEWhsb2lYF4uvF0z"} -{"name":"Nine Lives Stealer Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

\n

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

\n

Foundry note: the 9 charges reflect a fully charged blade. Please adjust accordingly as required.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":6,"price":8000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Critical hit on a creature of 100 hit points or less. Undead and constructs are immune."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":9,"max":9,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 +@mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/skills/shadow_13.jpg","_id":"tFLmAPUDLxBY8jFO"} -{"name":"Orb","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This spherical talisman serves as a spellcasting focus, helping the practitioner to channel arcane, primal, or divine energies.

\n

Spellcasting Focus. An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":3,"price":20,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/pearl.jpg","_id":"tH5Rn0JVRG1zdmPa"} -{"name":"Spell Scroll 6th Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

\n

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 16. On a failed check, the spell disappears from the scroll with no other effect.

\n

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 17
Attack bonus: +9.

\n

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":1280,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Spell must be on the caster's spell list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":9,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/scroll-magic.jpg","_id":"tI3rWx4bxefNCexS"} -{"_id":"tIwoSAGJlcuyiwaQ","name":"Dragon Scale Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.

\n

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and Breath Weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).

\n

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
DragonResistance
BlackAcid
BlueLightning
BrassFire
BronzeLightning
CopperAcid
GoldFire
GreenPoison
RedFire
SilverCold
WhiteCold
","chat":"","unidentified":""},"source":"DMG pg. 165","quantity":1,"weight":45,"price":4000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"mi"},"uses":{"value":1,"max":1,"per":"day"},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":15,"dex":2},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/armor/scale.webp"} -{"name":"Mithral Ring Mail","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

","chat":"","unidentified":""},"source":"DMG pg. 182","quantity":1,"weight":40,"price":830,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":14,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000,"flags":{},"img":"systems/dnd5e/icons/items/armor/scale.webp","_id":"tJQXAJx92wL6GM1v"} -{"name":"Giant Slayer Shortsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":2,"price":7000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-fire.jpg","_id":"tTqixDDmzAfs995G"} -{"_id":"tWJLHIL6ZIZUez9k","name":"Manacles","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":6,"price":2,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":"Creature must be Small or Medium."},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":20,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":3700000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/whip.webp"} -{"_id":"tfDxZIKDpOkz6pbx","name":"Grappling Hook","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A device with iron claws, can be used with rope for dragging or grasping.

","chat":"","unidentified":""},"source":null,"quantity":1,"weight":4,"price":"2","attuned":false,"equipped":false,"rarity":"Common","identified":true},"flags":{},"img":"systems/dnd5e/icons/items/inventory/tool-hook.jpg"} -{"name":"Gem of Brightness","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:

\n\n

When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.

","chat":"","unidentified":""},"source":"DMG pg. 171","quantity":1,"weight":0,"price":5000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":0,"units":""},"target":{"value":30,"units":"ft","type":"cone"},"range":{"value":30,"long":60,"units":"ft"},"uses":{"value":50,"max":50,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gem-yellow.jpg","_id":"thkvJ5QBRORIwkkV"} -{"_id":"trmWAdUoR6Y2B7rA","name":"Hooded Lantern","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":2,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/lantern.jpg"} -{"name":"Shortbow +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,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bow-short.jpg","_id":"tt4WokZBZMGqgYm5"} -{"_id":"tut1jbW3UCsrUjCG","name":"Pole","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A ten-foot long pole of sturdy wood.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":7,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/wood.jpg"} -{"_id":"twRJhPtDQe1HceFt","name":"Padded Armor +1","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":8,"price":1505,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"light","value":12,"dex":null},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":100000,"flags":{},"img":"systems/dnd5e/icons/items/armor/leather.webp"} -{"name":"Folding Boat","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.

\n

One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.

\n

The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.

\n

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

\n

The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

","chat":"","unidentified":""},"source":"DMG pg. 170","quantity":1,"weight":4,"price":10000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/cage.jpg","_id":"u4ewpAFZjLrWrmQv"} -{"name":"Staff of Withering","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

This staff has 3 charges and regains 1d3 expended charges daily at dawn.

\n

The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

\n

Foundry note: the Other Formula button has been configured to roll the staff's necrotic damage if required.

","chat":"","unidentified":""},"source":"DMG pg. 205","quantity":1,"weight":4,"price":3000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":"1d8 + @mod"},"formula":"2d10","save":{"ability":"con","dc":15,"scaling":"flat"},"weaponType":"simpleM","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":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff-skull.jpg","_id":"uHL99JKLUpTKAbz8"} -{"name":"Shortsword +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":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"lgt":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-short.jpg","_id":"uIHXYhnOwETlA5lT"} -{"name":"Rapier +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,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"fin":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-short.jpg","_id":"uLY74ppOrTaWKwer"} -{"name":"Sickle +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,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod +2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/sickle.jpg","_id":"uRoHwk1c8e5xJjkV"} -{"_id":"uVm7MiB71QblfnoY","name":"Ink Pen","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A deviced used in combination with ink to write or draw on a sheet of paper.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":3700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/feather-red.jpg"} -{"name":"Arrow-Catching Shield","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

","chat":"","unidentified":""},"source":"DMG pg. 152","quantity":1,"weight":6,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"reaction","cost":1,"condition":"A ranged attack within 5 ft. "},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"shield","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":4200000,"flags":{},"img":"systems/dnd5e/icons/items/armor/shield.webp","_id":"uWUD93jwuO2Jxkti"} -{"_id":"uXOT4fYbgPY8DGdd","name":"Crystal","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This crystaline talisman serves as a spellcasting focus, helping the practitioner to channel arcane, primal, or divine energies.

\n

Spellcasting Focus. An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"foc":true,"amm":false,"hvy":false,"fin":false,"fir":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crystal.webp"} -{"_id":"ugzwHl8vYaPu2GNd","name":"Climber's Kit","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":12,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":1100001,"flags":{},"img":"systems/dnd5e/icons/items/inventory/tool-hook.jpg"} -{"name":"Defender Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

\n

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

\n

**Foundry note: the sword's bonus to attack and damage rolls have been included; please remember to manually subtract should the user transfer any of the bonus to their AC.

","chat":"","unidentified":""},"source":"DMG pg. 164","quantity":1,"weight":3,"price":24000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +3","slashing"]],"versatile":"1d10 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","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":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_31.jpg","_id":"ukcKemEoTTRB9yLC"} -{"_id":"uuh4UH3Jx5CsFjdA","name":"Perfume","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A vial of aromatic perfume.

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4000000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-2.jpg"} -{"_id":"uw6fINSmZ2j2o57A","name":"Tankard","permission":{"default":0},"type":"backpack","data":{"description":{"value":"

It is a form of drinkware consisting of a large, roughly cynlindrical, drinking cup with a single handle.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":0.02,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"capacity":{"type":"weight","value":1,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"sort":4000000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/items/inventory/tankard-empty.jpg"} -{"name":"Ioun Stone of Protection","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

\n

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

\n

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

\n

Stone of Protection. You gain a +1 bonus to AC while this dusty rose prism orbits your head.

","chat":"","unidentified":""},"source":"DMG pg. 177","quantity":1,"weight":0,"price":1200,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gem-purple.jpg","_id":"v4uNbmiz4ECTI89n"} -{"_id":"vJvb6fx3JVPmhG8x","name":"Merchant's Scale","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.

","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":3,"price":5,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/coins-silver.jpg"} -{"name":"Chime of Opening","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.

\n

The chime can be used ten times. After the tenth time, it cracks and becomes useless.

","chat":"","unidentified":""},"source":"DMG pg. 158","quantity":1,"weight":1,"price":1500,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"The sound must reach the target."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":10,"max":10,"per":"charges","autoUse":true,"autoDestroy":false},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":3800000,"flags":{},"img":"systems/dnd5e/icons/skills/weapon_35.jpg","_id":"vZdLYfHlLcZqQ8zc"} -{"name":"Rod of Rulership","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

(Requires attunement)

\n

You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.

","chat":"","unidentified":""},"source":"DMG pg. 197","quantity":1,"weight":5,"price":16000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"day","autoUse":true,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"consumableType":"rod","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/skills/blue_23.jpg","_id":"vmbB2SK6pQU2Vkzb"} -{"_id":"vpenjFjUyEBLLlUc","name":"Trinket","permission":{"default":0},"type":"loot","data":{"description":{"value":"

A placeholder for the non-SRD items introduced on pg. 159, with the d100 table on 160-161.

","chat":"","unidentified":""},"source":"PHB pg. 159","quantity":1,"weight":0,"price":null,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4100000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/trinket-fur-white.jpg"} -{"_id":"vsgmACFYINloIdPm","name":"Half Plate Armor","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.

","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":40,"price":750,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null},"armor":{"type":"medium","value":15,"dex":2},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/armor/halfplate.webp"} -{"name":"Trident +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":4,"price":1000,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","piercing"]],"versatile":"1d8 + @mod +1"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_13.jpg","_id":"vuThcmO7MYlw5b9f"} -{"name":"Mace of Smiting","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.

\n

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

\n

**Foundry note: the bonus to attack and damage rolls has been set at the +1 . In the instances of hitting a construct, please remember to +2 to both of these results. Additionally, on a hit of 20 against a construct, please use the Other Formula one more time.

","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":4,"price":7000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +1","bludgeoning"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1300000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/maul.jpg","_id":"w56FIjFafs2rN6iK"} -{"name":"Belt of Storm Giant Strength","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this belt, your Strength score changes to 29. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":1,"price":24000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"clothing","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":3200000,"flags":{},"img":"systems/dnd5e/icons/items/equipment/belt-girdle.jpg","_id":"wBYmPQG3nZfD88aP"} -{"name":"Hammer of Thunderbolts","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon (maul).

\n

Giant's Bane (requires attunement)

\n

You must be wearing a Belt of Giant Strength (any variety) and Gauntlets of Ogre Power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30.

\n

When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.

\n

The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.

","chat":"","unidentified":""},"source":"DMG pg. 173","quantity":1,"weight":10,"price":16000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":5,"max":5,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 +@mod +1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"con","dc":17,"scaling":"flat"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1600000,"flags":{},"img":"systems/dnd5e/icons/skills/light_09.jpg","_id":"wGDDt17DpBcXPuUD"} -{"name":"Dimensional Shackles","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal.

\n

You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.

","chat":"","unidentified":""},"source":"DMG pg. 165","quantity":1,"weight":5,"price":3000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Creature of Small to Large and must be incapacitated."},"duration":{"value":30,"units":"day"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoUse":false,"autoDestroy":false},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":30,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/emerald_09.jpg","_id":"wGKykLRS8UqChNXI"} -{"_id":"wNKYbKYwOHbA7SH8","name":"Potion of Heroism","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

This blue potion bubbles and steams as if boiling.

\n

For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the @Compendium[dnd5e.spells.8dzaICjGy6mTUaUr]{Bless} spell (no concentration required)  

\n

Foundry note: the Other Formula button can be used to roll the bonus 1d4 received from Bless.

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":180,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10","temphp"]],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2800000,"flags":{},"img":"systems/dnd5e/icons/items/potions/unique-6.jpg"} -{"_id":"wNWK6yJMHG9ANqQV","name":"Blowgun","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A primitive, but deadly, weapon favored by tribes and guerrila fighters. The darts fired from this gun can puncture and deliver lethal doses of venom.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":25,"long":100,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialR","properties":{"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":700001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff.webp"} -{"name":"Spell Scroll 5th Level","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

\n

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 15. On a failed check, the spell disappears from the scroll with no other effect.

\n

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

\n

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity.

\n

Save DC: 17
Attack bonus: +9.

\n

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

\n

 

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0,"price":640,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Spell must be on the caster's spell list."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"msak","attackBonus":9,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"scroll","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/scroll-cursed.jpg","_id":"wa1VF8TXHmkrrR35"} -{"name":"Flail +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":2,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +3","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","_id":"wgBKZNeRN1XsE9I7"} -{"_id":"woWZ1sO5IUVGzo58","name":"Thieves’ Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":25,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":2700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/lockpick.jpg"} -{"name":"Necklace of Prayer Beads","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement by a cleric, druid, or paladin)

\n

This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

\n

Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d20Bead of...SpellGuide Price per Bead (gp)
1-6Blessing@Compendium[dnd5e.spells.8dzaICjGy6mTUaUr]{Bless}2,000
7-12Curing@Compendium[dnd5e.spells.uUWb1wZgtMou0TVP]{Cure Wounds}  (2nd level) or  @Compendium[dnd5e.spells.F0GsG0SJzsIOacwV]{Lesser Restoration}4,000
13-16Favor@Compendium[dnd5e.spells.WzvJ7G3cqvIubsLk]{Greater Restoration}32,000
17-18Smiting@Compendium[dnd5e.spells.7UwUjJ6owIQkEPrs]{Branding Smite}1,500
19Summons@Compendium[dnd5e.spells.fkREcytuZ8sngWtC]{Planar Ally}128,000
20Wind Walking@Compendium[dnd5e.spells.8PJAsHmbu6UgDHC0]{Wind Walk}96,000
\n

**Foundry note: the 6 charges reflect the maximum number of beads able to be found; please adjust as required.

\n

Additionally, the guide price is a guide only and should be adjusted accordingly to reflect the Dungeon Master's world.

","chat":"","unidentified":""},"source":"DMG pg. 182","quantity":1,"weight":0.01,"price":0,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":"The necklace must be currently worn."},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":6,"max":6,"per":"day"},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/beads-rune.jpg","_id":"wqVSRfkcTjuhvDyx"} -{"name":"Longsword of Life Stealing","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.

","chat":"","unidentified":""},"source":"DMG pg. 206","quantity":1,"weight":3,"price":1000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Must roll a 20 and the target cannot be undead."},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod","slashing"]],"versatile":"1d10 + @mod"},"formula":"3d6","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","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":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/skills/violet_24.jpg","_id":"wtctR6tCcYbQPiS0"} -{"name":"Necklace of Adaption","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as @Compendium[dnd5e.spells.LkvI11Uue774QBKZ]{Cloudkill} and @Compendium[dnd5e.spells.TwlD4PLcltv7Xh7j]{Stinking Cloud} effects, inhaled poisons, and the breath weapons of some dragons).

","chat":"","unidentified":""},"source":"DMG pg. 182","quantity":1,"weight":0.01,"price":1500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/pendant-blue.jpg","_id":"wwNpAz2KMukovewN"} -{"name":"Light Crossbow +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":5,"price":4000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleR","properties":{"lgt":false,"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/crossbow-light.jpg","_id":"x12sDhylcf8843fT"} -{"name":"Crossbow Bolt +2","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

This ammunition is used for all varieties of crossbow and is typically a short metal shaft with a narrow piercing tip. It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.075,"price":100,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"amm":true,"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":4100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/bolt.webp","_id":"x1GUgZYjMubaFavx"} -{"name":"Ring of Jumping","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

(Requires attunement)

\n

While wearing this ring, you can cast the @Compendium[dnd5e.spells.ZrTc23tToJ0JpH2h]{Jump} spell from it as a bonus action at will, but can target only yourself when you do so.

","chat":"","unidentified":""},"source":"DMG pg. 191","quantity":1,"weight":0,"price":2500,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"trinket","value":0,"dex":0},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/jewelry/ring-iron.jpg","_id":"x7LfMrLafLKfemGH"} -{"name":"Sling Bullet +3","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A hardened pebble of stone, bone, or metal which can be flung at high velocity using a sling. It has been imbued with magic.

\n

You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

","chat":"","unidentified":""},"source":"DMG pg. 150","quantity":1,"weight":0.075,"price":400,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 +@mod +3","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"value":"","amm":true,"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"sort":4200000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/bullet.jpg","_id":"x9I9vdo4kafHDjcO"} -{"name":"Sprig of Mistletoe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A hardy sprig of mistletoe, holly, or some other sacred leaf, picked from a tree whose roots are sunken deep into a ley line. Those who heed nature's call are able to harness this connection to call forth the incredible power of nature.

\n

Spellcasting Focus. A druidic focus is a special item designed to channel the power of spells from the druid's spell list. A druid can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":1,"weight":0,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":true,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1000000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/plant-leaf.jpg","_id":"xDK9GQd2iqOGH8Sd"} -{"name":"Staff of Frost","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement by a druid, sorcerer, warlock, or wizard)

\n

You have resistance to cold damage while you hold this staff.

\n

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: @Compendium[dnd5e.spells.RpKjTlYASrfqUPVA]{Cone of Cold} (5 charges), @Compendium[dnd5e.spells.IBJmWjzbQGu7M4UX]{Fog Cloud} (1 charge), @Compendium[dnd5e.spells.WN2LWEljYU6QqnRH]{Ice Storm} (4 charges), or @Compendium[dnd5e.spells.fzZnVKLmBMo2f5up]{Wall of Ice} (4 charges).

\n

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.

\n

Foundry note: the Other Formula button has been configured to roll the staff's recharge rate at dawn if required.

","chat":"","unidentified":""},"source":"DMG pg. 201","quantity":1,"weight":4,"price":26000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":10,"max":10,"per":"charges"},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6 +4","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"simpleM","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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/staff-blue.jpg","_id":"xEtBeZjJnkDXojQM"} -{"_id":"xKErqkLo4ASYr5EP","name":"Woodcarver's Tools","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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

\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":5,"price":1,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"dex","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":3100000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/axe-wood.jpg"} -{"_id":"xMkP8BmFzElcsMaR","name":"Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A mighty two-handed blade is over four feet long an almost five inches wide. This weapon requires extensive martial training but those proficient in its use are formidable warriors.

","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":6,"price":"50","attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null},"weaponType":"martialM","properties":{"hvy":true,"two":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true}},"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-great.jpg"} -{"_id":"xbVpKtrQ6tJsPhXX","name":"Half Plate Armor +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":40,"price":24750,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"medium","value":18,"dex":2},"strength":null,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/items/armor/halfplate.webp"} -{"name":"Scarab of Protection","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item, (requires attunement)

\n

If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:

\n","chat":"","unidentified":"","type":"String","label":"Description"},"source":"DMG pg. 199","quantity":1,"weight":1,"price":36000,"attuned":{"type":"Boolean","label":"Attuned","value":false},"equipped":{"type":"Boolean","label":"Equipped"},"rarity":"Legendary","identified":true,"activation":{"type":"reaction","cost":1,"condition":"Charges are consumed by necromancy spells or an undead caster."},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":12,"max":12,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":12,"max":12,"_deprecated":true,"type":"Number","label":"Charges"},"consume":{"value":"","_deprecated":true,"type":"String","label":"Roll on Consume"},"autoUse":{"value":true,"_deprecated":true,"type":"Boolean","label":"Consume on Use"},"autoDestroy":{"value":true,"_deprecated":true,"type":"Boolean","label":"Destroy on Empty"},"attributes":{"spelldc":10}},"sort":200000,"flags":{"_sheetTab":"description","dynamicitems":{"active":{"type":"Boolean","label":"Active","value":false},"cursed":{"type":"Boolean","label":"Cursed","value":false},"effects":{"type":"Object","label":"Effects","value":[]}}},"img":"systems/dnd5e/icons/items/inventory/chrysalis.jpg","_id":"xjRSY2ECcc9viSz3"} -{"name":"Well of Many Worlds","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

\n

You can use an action to unfold and place the Well of Many Worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once a Well of Many Worlds has opened a portal, it can't do so again for 1d8 hours.

","chat":"","unidentified":""},"source":"DMG pg. 213","quantity":1,"weight":0,"price":250000,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":3,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":"1d4 +1"},"formula":"1d8","save":{"ability":"","dc":null,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":500000,"flags":{"core":{"sheetClass":""}},"img":"systems/dnd5e/icons/skills/water_01.jpg","_id":"xjme5oSQZmdAy1fc"} -{"name":"Giant Slayer Longsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

\n

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.

","chat":"","unidentified":""},"source":"DMG pg. 172","quantity":1,"weight":3,"price":7000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +1","slashing"]],"versatile":"1d10 +@mod +1"},"formula":"2d6","save":{"ability":"str","dc":15,"scaling":"flat"},"weaponType":"martialM","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":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/weapons/sword-arcane.jpg","_id":"xw2kL7Puwg4wfjW3"} -{"name":"Potion of Necrotic 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 Necrotic type damage for 1 hour.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2300000,"flags":{},"img":"systems/dnd5e/icons/items/potions/grand-violet.jpg","_id":"xw99pcqPBVwtMOLw"} -{"_id":"xwUWrV15s9jLnmfZ","name":"Lock","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.

","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"touch","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":false},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"sort":3900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/lock.jpg"} -{"name":"Shield +2","permission":{"default":0},"type":"equipment","data":{"description":{"value":"

While holding this shield, you have a bonus to AC of +2. This bonus is in addition to the shield's normal bonus to AC.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":6,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"shield","value":4,"dex":null},"strength":0,"stealth":false,"proficient":false,"armorType":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":2600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/badge-blue.jpg","_id":"xzZQIIxXjNJwNqnp"} -{"name":"Sun Blade","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the Sun Blade.

\n

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

\n

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

","chat":"","unidentified":""},"source":"DMG pg. 205","quantity":1,"weight":3,"price":12000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod +2","radiant"]],"versatile":"1d10 + @mod +2"},"formula":"1d8","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"ver":true,"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":200000,"flags":{},"img":"systems/dnd5e/icons/skills/yellow_11.jpg","_id":"yiYCqmD5n08NftYk"} -{"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,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"],["1d6","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/skills/weapon_07.jpg","_id":"ykB6UKv5BuQnSRSL"} -{"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,"attuned":false,"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,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","autoUse":false,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/book-purple.jpg","_id":"ykefWXBjq3y6y9Se"} -{"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,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod +1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":600000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/pike.jpg","_id":"yoFff2zdTloKx1if"} -{"_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

 

","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":50,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4 + 2","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":200001,"flags":{},"img":"systems/dnd5e/icons/items/potions/minor-red.jpg"} -{"name":"Musical Instrument: Bagpipes","permission":{"default":0},"type":"tool","data":{"description":{"value":"

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 spellcasting focus. Each type of musical instrument requires a separate proficiency. 

","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":6,"price":30,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"ability":"cha","chatFlavor":"","proficient":0,"damage":{"parts":[]}},"sort":900000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/flask.jpg","_id":"yxHi57T5mmVt0oDr"} -{"name":"Flail +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,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 +@mod +2","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1200001,"flags":{},"img":"systems/dnd5e/icons/items/weapons/morningstar.jpg","_id":"z0lIRURcyDYt1kLK"} -{"_id":"z67d1DZzqDPmgEwP","name":"Signal Whistle","permission":{"default":0},"type":"loot","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.05,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"damage":{"parts":[]}},"sort":4600000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/trinket-carving.jpg"} -{"_id":"z9SbsMIBZzuhZOqT","name":"Sling Bullet ","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A hardened pebble of stone, bone, or metal which can be flung at high velocity using a sling.

\n

**Foundry note: It will usually be impossible to buy one sling bullet because they are worth less than a copper piece (5 bullets = 1 cp).

","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.075,"price":0.002,"attuned":false,"equipped":false,"rarity":"Common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"ammo","properties":{"value":"","amm":true,"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":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":4300000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/bullet.jpg"} -{"name":"Trident +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":4,"price":16000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod +3","piercing"]],"versatile":"1d8 + @mod +3"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":true},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":700000,"flags":{},"img":"systems/dnd5e/icons/skills/arrow_13.jpg","_id":"z9fFB1uaGJvcXTf7"} -{"name":"Potion of Thunder 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 Thunder type damage for 1 hour.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2700000,"flags":{},"img":"systems/dnd5e/icons/items/potions/grand-yellow.jpg","_id":"zBX8LLC2CjC89Dzl"} -{"name":"Elemental Gem of Air","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This blue sapphire contains a mote of elemental energy. When you use an action to break the gem, an @Compendium[dnd5e.monsters.banHjKDMCegbUwYE]{Air Elemental}is summoned as if you had cast the @Compendium[dnd5e.spells.1LkZvINag7KqBmDR]{Conjure Elemental} spell, and the gem's magic is lost.

","chat":"","unidentified":""},"source":"DMG pg. 167","quantity":1,"weight":0,"price":960,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":300000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/gem-blue.jpg","_id":"zDJ4oEt5HArN1xmP"} -{"name":"Splint Armor +2","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":60,"price":6200,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"type":"heavy","value":19,"dex":0},"strength":15,"stealth":true,"proficient":false,"armorType":{"value":"","_deprecated":true}},"sort":850000,"flags":{},"img":"systems/dnd5e/icons/items/armor/splint.webp","_id":"zIpNJyuOxp2raizE"} -{"name":"Sovereign Glue","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a container contains 1d6 + 1 ounces.

\n

One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a @Compendium[dnd5e.spells.3okM6Gn63zzEULkz]{Wish} spell.

\n

Foundry note: the 7 charges reflect the maximum amount a character can find. Please adjust as required.

","chat":"","unidentified":""},"source":"DMG pg. 200","quantity":1,"weight":0.25,"price":400,"attuned":false,"equipped":false,"rarity":"Legendary","identified":true,"activation":{"type":"action","cost":1,"condition":"Takes 1 minute to set."},"duration":{"value":null,"units":""},"target":{"value":1,"units":"ft","type":"square"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":7,"max":7,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":2800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/flask-dark.jpg","_id":"zJ5LhDvTxYKzPIx4"} -{"name":"Berserker Greataxe","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

\n

Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

\n

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target.

\n

If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

","chat":"","unidentified":""},"source":"DMG pg. 155","quantity":1,"weight":7,"price":6000,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod +1","slashing"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1700000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/items/weapons/battleaxe.webp","_id":"zSKorO6lwT7vs2uk"} -{"name":"Dancing Greatsword","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

(Requires attunement)

\n

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

\n

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

\n

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

","chat":"","unidentified":""},"source":"DMG pg. 161","quantity":1,"weight":6,"price":2000,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":4,"max":4,"per":"charges"},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"weaponType":"martialM","properties":{"amm":false,"hvy":true,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":true,"spc":false,"thr":false,"two":true,"ver":false},"proficient":false,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{"betterRolls5e":{"critRange":{"type":"String","value":""},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":false,"altValue":false},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true}}},"img":"systems/dnd5e/icons/skills/weapon_11.jpg","_id":"zWSB0NCllWaSVoNT"} -{"name":"Potion of Acid 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 Acidic type damage for 1 hour.

\n

 

","chat":"","unidentified":""},"source":"DMG pg. 188","quantity":1,"weight":0.1,"price":300,"attuned":false,"equipped":false,"rarity":"Uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","autoUse":true,"autoDestroy":true},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/potions/major-green.jpg","_id":"zgZkJAyFAfYmyn11"} -{"name":"Vicious Pike","permission":{"default":0},"type":"weapon","data":{"description":{"value":"

A sturdy blade mounted upon the end of a long metal haft. Designed as a defensive weapon with considerable reach to both fend off and menace foes.

\n

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

","chat":"","unidentified":""},"source":"DMG pg. 209","quantity":1,"weight":18,"price":350,"attuned":false,"equipped":false,"rarity":"Rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","piercing"]],"versatile":""},"formula":"2d6","save":{"ability":"","dc":null,"scaling":"spell"},"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,"bonus":{"value":0,"_deprecated":true},"damageType":{"value":"","_deprecated":true},"damage2":{"value":"","_deprecated":true},"damage2Type":{"value":"","_deprecated":true},"attributes":{"spelldc":10}},"sort":3400000,"flags":{"_sheetTab":"description"},"img":"systems/dnd5e/icons/items/weapons/pike.jpg","_id":"zibIgdxPz8QHSCg6"} -{"name":"Marvelous Pigments","permission":{"default":0},"type":"consumable","data":{"description":{"value":"

Wondrous item

\n

Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.

\n

Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features - such as a door, a pit, flowers, trees, cells, rooms, or weapons - that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.

\n

When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.

\n

Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.

\n

If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.

","chat":"","unidentified":""},"source":"DMG pg. 183","quantity":1,"weight":1,"price":200,"attuned":false,"equipped":false,"rarity":"Very rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Any creation cannot be worth more than 25gp."},"duration":{"value":0,"units":""},"target":{"value":1000,"units":"ft","type":"square"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":4,"max":4,"per":"charges","autoUse":true,"autoDestroy":true},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","charges":{"value":1,"max":1,"_deprecated":true},"consume":{"value":"","_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true},"attributes":{"spelldc":10}},"sort":1800000,"flags":{},"img":"systems/dnd5e/icons/items/inventory/brush.jpg","_id":"zsik6SiaAUUUEfrV"} diff --git a/packs/packs/species.db b/packs/packs/species.db index d335360f..7fa4fd3a 100644 --- a/packs/packs/species.db +++ b/packs/packs/species.db @@ -1,107 +1,112 @@ -{"_id":"0BdKf8ebU5W7z7q2","name":"Geonosian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Geonosians have a hard chitin exoskeleton that provided protection from physical impacts and bouts of radiation that occasionally shower their world. Geonosians are strong despite their thin builds, and are capable of constructing massive hives and factories in concert. The head of a Geonosian is elongated and large with their skulls ridged on the top and by the side where they have bulbous, thick-lidded eyes. Both are physically strong and covered with bony ridges which protected their arms, legs, and vital organs.

Society and Culture

Geonosian society is caste-based with little upward mobility, though some of the lower caste do develop ambition. Workers are conditioned to loathe even the concept of separation from their hive and the system of control. A low-ranking worker's normal life is one of endless toil and labor to satisfy the aristocracy, who are known to make spectacular demands. The warrior caste tend to be highly competitive and are eager to prove themselves. They are born with an abnormal level of intelligence, and one of their only hopes of escape from their rigid duty is entering voluntarily into gladiatorial combat. Should they survive, they are granted freedom. Ultimately, their society exist to benefit those few members that reside in the upper caste. Members of the aristocratic classes are known to be ambitious, domineering, and manipulative. They constantly move towards improving their standing and holdings while sumultaneously working to ruin their rivals.

Names

Geonosian names are usually harsh sounding. Lower castes don't get surnames. Upper caste surnames are familial.

  Male Names. Buck, Goshey, Nik, Sozz, Techtu

  Female Names. Datte, Kida, Miri, Nare, Tenessi

  Surnames. Chak, Hor, Lur, Marpes, Zol","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. You Dexterity score increases by 2, and your Constitution or Intelligence score increases by 1.

Age. Geonosians reach adulthood at 10 and live less than a century.

Alignment. Geonosians' greedy and self-serving nature causes them to tend toward the dark side, though there are exceptions.

Size. Geonosians typically stand from 5 to 6 feet tall and rarely weigh more than 80 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Crafter. Geonosian culture promotes artisanry. You have proficiency in one set of artisan's tools of your choice.

Exoskeleton. You have a thick exoskeleton. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.

Flight. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.

Geonosian Weaponry. You have proficiency in simple blasters.

Languages. You can speak, read, and write Galactic Basic and Geonosian. The Geonosian language consists of click consonants through use of a Geonosians' dual mandibles. This makes it difficult for other species to learn to speak it.

"},"skinColorOptions":{"value":"Gray, green, or orange"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Hive-based, winged semi-insectoids"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Geonosis"},"slanguage":{"value":"Geonosian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Geonosian","mode":"=","targetSpecific":false,"id":1,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":5,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.attributes.speed.special","value":"Flying (30 ft.)","mode":"=","targetSpecific":false,"id":6,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":7,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"geonosian","mode":"+","targetSpecific":false,"id":9,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Geonosian.webp","effects":[{"_id":"pjSHHuM2UzrJ1wY8","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Geonosian","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.ac.min","value":12,"mode":4,"priority":5},{"key":"data.attributes.speed.special","value":"Flying (30 ft.)","mode":5,"priority":5},{"key":"data.traits.weaponProf.custom","value":"simple blasters","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"geonosian","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Geonosian.webp","label":"Geonosian","tint":"","transfer":true}]} -{"_id":"0SUp9etkswtIdrro","name":"Yevetha","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Physically, the Yevetha are tall beings with a ghoulish appearance that is bereft of any body hair, being described as being so gaunt as to seem skeletal due to their pallid gray skin and lithe builds. The species possesses six fingered hands that have retractable dewclaws. Each one is located on the inside of the wrist above their six-fingered hands. Their dewclaws shoot from a sheath of a skin beneath their cadaverous hands and are capable of being retracted. When extended fully, the wrist blades reach about a foot in length, and are used in close combat and blood sacrifices. The Yevetha also possess a greater tolerance for g-forces when compared to Human pilots.

Society and Culture

Within their society, blood is an important aspect of their culture and is a central focus of their religious belief system. This has resulted in them becoming a particularly violent species. For the Yevetha, death is not to be feared. They are described as being dutiful, attentive, cautious but also fatalistic in their view of the universe. When fighting against other foes, Yevetha are notable for being ruthless fighters who never surrender even in the face of certain defeat. Due to the brutal nature of their society, the Yevetha do not possess a single jail, penitentiary or stockade as they believe there is no need for such facilities. In fact, they do not possess a word in their language for either convict or incarcerate.

Names

Yevetha names are sharp and are kept to one syllable, not varying significantly based on gender. Surnames are familial.

  First Names. Ral, Var, Cax, Tav, Fol, Sip, Nov

  Surnames. Faalk, Naalar, Giinn, Ralle, Xoota","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1.

Age. Yevetha reach adulthood in their early teens and live less than a century.

Alignment. Yevetha's xenophobic attitude causes them to tend toward the dark side, though there are exceptions.

Size. Yevetha typically stand between 6 and 6 and a half feet tall and generally weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Arm Blades. Your retractable dewclaws are natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d6 + your Strength modifier.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Mechanical Memory. Whenever you make an Intelligence (Technology) check related to memorizing or duplicating mechanical readouts, you are considered to have expertise in the Technology skill.

Languages. You can speak, read, and write Galactic Basic and Yevethan. Yevetha are able to speak other languages, but their isolationist nature makes them tend to reject the languages of other species. Only rarely would a Yevethan speak Galactic Basic, as this would often decrease their social standing.

"},"skinColorOptions":{"value":"Green or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Retractable dewclaws, six fingers"},"heightAverage":{"value":"5'2\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"N'zoth"},"slanguage":{"value":"Yevethan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.ideal","value":"Yevetha","mode":"=","targetSpecific":false,"id":1,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[],"label":"Details Ideal"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"yevethan","mode":"+","targetSpecific":false,"id":7,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Yevetha.webp","effects":[{"_id":"WdaVVsfj3z9Snv6g","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.ideal","value":"Yevetha","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"yevethan","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Yevetha.webp","label":"Yevetha","tint":"","transfer":true}]} -{"_id":"0Sh7oO5oDMiv6Lcs","name":"Devaronian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A bipedal mammalian species, Devaronians evolved in the dense jungles of Devaron as a hunter-gather species. Their bodies are denser than most humanoids' and as a result they were heavier than their appearance would tend to indicate. Devaronians have silver-based blood, which appears thick and black when exposed. They possess a unique blood filtration and cleansing system which processes through two livers. Because their bodies are constantly cleansed of toxins and carcinogens, the species is highly resistant to poison. To this end, sulfur is used as a stimulant on Devaron to enhance speed and strength, because inhaling it causes the substance to enter the bloodstream rapidly. Their livers struggle to eliminate sulfur from their system, meaning that long-term use can be dangerous.

Society and Culture

Devaronian males are driven by an urge to wander, usually taking the first opportunity to move on from one place to another; they are often found traveling the galaxy as tramp freighter captains and scouts. Female Devaronians, on the other hand, are content to remain in a single location, raising the young and running the government of Devaron. The males send money back to their homeworld to support their families, but otherwise hardly ever return. The females are content with this arrangement, as they tend to view the restless males as disruptive to home life.

Names

Devaronian names are dark, complex and often guttural, with some harsher tones mixed in here and there.

  Male Names. Cir, Gremegris, Keirtihk, Kucx, Niruhk

  Female Names. Crilnuy, Ghal, Milma, Nola, Taoluel

  Surnames. Breiz, Droddost, G'vaulnel, Raokt","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.

Age. Devaronians reach adulthood in their late teens and live less than a century.

Alignment. Devaronians' greediness causes them to tend toward chaotic balanced, though there are exceptions.

Size. Devaronians typically stand between 5 and 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Jungle Dweller. Growing up in the jungles of Devaron has left an impact. You are proficient in Survival. Additionally, you don't treat jungle terrain as difficult terrain.

Tech Resistance. Growing up around technology leaves an impact on devaronians. You have advantage on Dexterity and Intelligence saving throws against tech powers.

Two Livered. Devaronians have two livers, which makes them adept at filtering toxins. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Languages. You can speak, read, and write Galactic Basic and Devaronese. Devaronese is characterized by grunts and grumbles. It is rare to hear a Devaronian speak it any where other than their homeworld of Devaron.

"},"skinColorOptions":{"value":"Red, pink, brown, or white"},"hairColorOptions":{"value":"Brown, black, or white"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Horns or horn spots, long pointed ears"},"heightAverage":{"value":"4'10\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Devaron"},"slanguage":{"value":"Devaronese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Devaronian","mode":"=","targetSpecific":false,"id":1,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"=","targetSpecific":false,"id":6,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":7,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"devaronese","mode":"+","targetSpecific":false,"id":9,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Devaronian.webp","effects":[{"_id":"NXVgSk9AHJm492iG","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Devaronian","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":5},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"devaronese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Devaronian.webp","label":"Devaronian","tint":"","transfer":true}]} -{"_id":"0oJRleT6ITT9vdMx","name":"Anzellan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The anzellans are a diminutive species hailing from the secluded planet Anzella. Their eyes have floating corneal micro-lenses that allow them to see microscopic details. Anzellans are a bubbly and receptive people. They are a jovial and trusting people that tend to welcome strangers with open arms. Due to their volcanic homeworld, anzellans are also adapted towards heat. This, coupled with their small size, make them well-suited to working in compact places.

\n

Society and Culture

\n

Anzella is a tropical planet covered in thousands of small volcanic islands. Many of these islands are developed as small villages, with the largest islands designed to accommodate larger species. Anzellan culture is generally based around tourism and crafting; in fact, anzellans are renowned craftsmen due to their discerning eyesight and ability to fit into small spaces. Anzellan government is generally casual. Each village has its own governing council of rotating members; these villages act independently from one another unless their decisions would affect more than a single island. In that case, all of the councils work together to come to a planet-wide decision.

\n

Names

\n

Anzellan names are rarely longer than two syllables, with a bouncy intonation to them. Their surnames are familial.

\n

  Male Names. Babu, Gridel, Moru, Rano, Yodel

\n

  Female Names. Dibi, Fing, Nooni, Teena, Zazi

\n

  Surnames. E'ayoo, Frik, Meer, Tanni, Vrut

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and two other ability scores of your choice increase by 1.

Age. Anzellans are considered adults at ten years old. They are a short-lived species, however, that rarely lives longer than 60 years.

Alignment. Anzellans are a friendly and respectful people, which causes them to tend toward lawful light side, though there are exceptions.

Size. Anzellans stand between 1 and 2 feet tall and weigh around 10 lbs. Regardless of your position in that range, your size is Tiny.

Speed. Your base walking speed is 20 feet.

Crafters. You have proficiency in one tool of your choice.

Detail Oriented. You are practiced at scouring for details. You have advantage on Intelligence (Investigation) checks within 5 feet.

Pintsized. Your tiny stature makes it hard for you to wield bigger weapons. You can't use medium or heavy shields. Additionally, you can't wield weapons with the two-handed or versatile property, and you can only wield one-handed weapons in two hands unless they have the light property.

Puny. Anzellans are too small to pack much of a punch. You have disadvantage on Strength saving throws, and when determining your bonus to attack and damage rolls for weapon attacks using Strength, you can't add more than +3.

Small and Nimble. You are too small and fast to effectively target. You have a +1 bonus to AC, and you have advantage on Dexterity saving throws.

Tanned. You are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

Technician. You are proficient in the Technology skill.

Tinker. You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, create a soothing melody for 1 minute. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

Languages. You can speak, read, and write Galactic Basic and Anzellan. Anzellan is characterized by its bouncy sound and emphasis on alternating syllables.

","source":"Expanded Content"},"skinColorOptions":{"value":"Brown, green, or tan"},"hairColorOptions":{"value":"Black, gray, or white"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Diminutive size, wispy eyebrows"},"heightAverage":{"value":"1'0\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"3 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Anzella"},"slanguage":{"value":"Anzellan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Anzellan","mode":"=","targetSpecific":false,"id":1,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"tin","mode":"=","targetSpecific":false,"id":3,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"20","mode":"=","targetSpecific":false,"id":4,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Skills Technology"},{"modSpecKey":"data.traits.toolProf.custom","value":"Tinker's tools","mode":"+","targetSpecific":false,"id":7,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Traits Tool Prof Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"anzellan","mode":"+","targetSpecific":false,"id":9,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Anzellan.webp","effects":[{"_id":"ZGdzAq1Gl4xaxDRD","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Anzellan","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"tin","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":20,"mode":5,"priority":5},{"key":"data.attributes.ac.value","value":1,"mode":2,"priority":20},{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.toolProf.custom","value":"Tinker's tools","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"anzellan","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Anzellan.webp","label":"Anzellan","tint":"","transfer":true}]} -{"_id":"0zpe6RsrehpXTreR","name":"Human","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Humans are an intelligent species that originated on Coruscant but can be found on many other planets across the galaxy, including Naboo, Tatooine, and Alderaan. They come in two sexes, male and female, and give birth to live young. They are bipedal beings with a bilateral symmetry, having a front and a back end, as well as an upside and downside. Their bodies are comprised of a torso with a head and four limbs attached to it. The upper limbs, or arms, end in hands which have five fingers each; the lower ones, called legs, end in feet. The human fingers have multiple points of articulation, and one of them is an opposable thumb that allows for fine manipulation. Finally, they have one head perched atop their torso. Many other species, including twi'leks, mon calamari, or zabraks, are referred to as \"humanoids\" because of their structural resemblance to humans.

Society and Culture

Humans can occupy a variety of employs, from politicians to bounty hunters, swoop racers, smugglers, or even a farmer. There exist many planetary groups of humans with their own cultures, such as the Alderaanians or the Pamarthens. Humans are the most populous species in the Galaxy.

Names

Humans are the most populous species in the Galaxy, and thus their names vary drastically based on the planet or culture with whom they reside.

  Male Names. Koth, Liorz, Satapak, Tin, Vuc

  Female Names. Dhetia, Jhilk, Risha, Thinnih, Tonu

  Surnames. Jauli, Kudi, Melmi, Windu, Wobec

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. One ability score of your choice increases by 2, and two other ability scores of your choice increase by 1. Alternatively, four ability scores of of your choice each increase by 1.

Age. Humans reach adulthood in their late teens and live less than a century.

Alignment. Humans tend toward no particular alignment. The best and worst are found among them.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Defiant. Humans are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll's outcome. Once you've used this feature, you must complete a short or long rest before you can use it again.

Proficiency. You gain proficiency in one skill, one tool, and one weapon of your choice.

Languages. You can speak, read, and write Galactic Basic and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: trandoshan curses, twi'lek musical expressions, chiss military phrases, and so on.

"},"skinColorOptions":{"value":"Light to dark tones"},"hairColorOptions":{"value":"Black, blond, orange, brown, gray to white (usually with age)"},"eyeColorOptions":{"value":"Amber, blue, brown, gray, green, hazel, purple, or red"},"distinctions":{"value":"Biped with bilateral symmetry, opposable thumbs"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Coruscant"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Human","mode":"=","targetSpecific":false,"id":1,"itemId":"w0cdUATy9TZBzZPP","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":2,"itemId":"w0cdUATy9TZBzZPP","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":3,"itemId":"w0cdUATy9TZBzZPP","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":4,"itemId":"w0cdUATy9TZBzZPP","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Human.webp","effects":[{"_id":"Qsqg856LCqJHnAta","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Human","mode":5,"priority":5},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0}],"duration":{},"icon":"systems/sw5e/packs/Icons/Species/Human.webp","label":"Human","transfer":true}]} -{"_id":"1Ko3BqXgUcFiRyQl","name":"Toydarian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A mammalian species of winged, stout bodied humanoids, the Toydarians have stubby facial tusks which protruded from their lower jaw and framed a short pudgy trunk. While their stubby legs can support their body weight, Toydarians' primary mode of locomotion was their use of the wings on their upper back. Though their wings can beat as fast as ten times a second, the effort burned up large amounts of energy, causing the species to need to replenish itself often through regularly eating mass quantities of food. In order to fuel this hyperactive metabolism, Toydarians eat concentrated foods and egg-seeds. Most of the bloodiest wars in their history were fought over food supplies.

Society and Culture

Despite being ruled by the Hutts, the Toydarian people are able to govern themselves free of major outside intervention through the establishment of a feudal monarchy. A ruling king sits on the planet's throne, allowing vassals to form allegiances and have minor disputes to solve their own problems. The king makes sure to keep his vassals happy and to have their allegiance, but will occasionally encourage infighting to reveal the true character of the vassals and weed out treachery. \r\n\r\nToydarians are known as shrewd businessmen.

Names

Toydarian names are fairly simple and guttural, but a few harsher elements can be found here and there. Male names are generally shorter than female names. Female names always end in a vowel.

  Male Names. Dod, Nesteddo, Tul, Zloomroo

  Female Names. Fefiffe, Lenlibo, Nugni, Zoldibu

  Surnames. Daab, Faabb, Kepo, Mitra, Vulba","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.

Age. Toydarians reach adulthood at 10 and live less than a century.

Alignment. Toydarians' greedy nature causes them to tend toward chaotic balanced, though there are exceptions.

Size. Toydarians average 4 feet tall and weigh less than 50 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Business Savvy. A common trait of all Toydarians is their shrewd business sense and their ability to haggle any deal. A loyal and proud people, these traits could be off-putting to outsiders, as many Toydarians in the galaxy were seen as crooks or slimy businessmen, but this was not always the case. Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.

Closed Mind. Toydarian brains have an unusual composition which made them resistant to influence from the Force. You have advantage on Wisdom and Charisma saving throws against force powers.

Flight. You have a flying speed of 25 feet. To use this speed, you can't be wearing medium or heavy armor.

Shrewd Demeanor. You have proficiency in two Intelligence, Wisdom, or Charisma skills of your choice.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic, Huttese, and Toydarian.

"},"skinColorOptions":{"value":"Blue, green, grey, or pink"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, brown, or green"},"distinctions":{"value":"Two wings, facial tusks, snout, three fingers and toes on appendages"},"heightAverage":{"value":"3'3\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Toydaria"},"slanguage":{"value":"Toydarian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Toydarian","mode":"=","targetSpecific":false,"id":1,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Flying (25 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"huttese","mode":"+","targetSpecific":false,"id":8,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"toydarian","mode":"+","targetSpecific":false,"id":9,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Toydarian.webp","effects":[{"_id":"uswPAoIbJ2GUTyBM","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Toydarian","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":5},{"key":"data.attributes.speed.special","value":"Flying (25 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"huttese","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"toydarian","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Toydarian.webp","label":"Toydarian","tint":"","transfer":true}]} -{"_id":"1nGunVgBqvKkwPyA","name":"Zabrak","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Zabrak are near-human, but have a number of significant physical characteristics that set them apart from baseline Humanity. The most striking of these are a series of vestigial horns that crown the heads of both males and females. These horns grow at puberty in varying patterns and signified that their rite of passage is drawing near.

In addition to their horns, another of the traits that make zabrak instantly recognizable are their facial tattoos, which are made up of thin lines received during their rite of passage. These could symbolize many things, including but not limited to family lineage, place of birth, or even a design that reflected their individual personalities.

Lastly, zabraks possess a second heart.

Society and Culture

Zabrak are often seen by most other species as being single-minded, an observation that is not terribly incorrect. This single-minded determination comes from the fact that they are a species with a strong sense of self-assuredness, confident that they are able to accomplish any task that they set out to do. However, this does not lead a zabrak to develop a sense of prideful superiority towards others. Though it is not uncommon to see competition between colonies, this is not seen as a negative. The zabraks believe that the various experiences of the different colonies only serve to add to the species' overall value throughout the galaxy.

Names

Zabrak names are usually derived from the animals living on their planet. Zabraks don't use surnames.

  Male Names. Kadro, Muraa, Neqama, Ruvroo, Xadra

  Female Names. Blostopa, Mega, Novrar, Rebroke

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength or Dexterity score increases by 1.

Age. Zabraks reach adulthood in their late teens and live less than a century.

Alignment. Zabraks tend toward no particular alignment. The best and worst are found among them.

Size. Zabraks stand anywhere from 5 to 7 feet tall and weigh up to 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Coercive. You have proficiency with Persuasion or Intimidation (your choice).

Crafters. You have proficiency with with one artisan's tool of your choice.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Second Heart. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Zabraki.

"},"skinColorOptions":{"value":"Pale to dark brown, red, orange and yellow"},"hairColorOptions":{"value":"Black, blonde, brown, red, or purple"},"eyeColorOptions":{"value":"Yellow, green, orange, brown, blue, red, or purple"},"distinctions":{"value":"Horns, two hearts, facial tattoos"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Iridonia or Dathomir"},"slanguage":{"value":"Zabraki"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Zabrak","mode":"+","targetSpecific":false,"id":1,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"zabraki","mode":"+","targetSpecific":false,"id":7,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Zabrak.webp","effects":[{"_id":"o7n6csSMm1fhRWhM","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Zabrak","mode":5,"priority":20},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"zabraki","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Zabrak.webp","label":"Zabrak","tint":"","transfer":true}]} -{"_id":"2IAh5PMX5hwrHbl7","name":"Ewok","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Ewoks are sentient humanoid mammals, averaging about one meter in height, which can provide an advantage when trying to hide. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade an Ewok can get. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. Their appearance has been likened to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"

Society and Culture

Most Ewoks live high among the trees of the forest moon, in villages built between the closely spaced trees. The basic design of a tree village has a \"Central Village\" of thatched-roof huts on the primary limbs. These huts are high enough above the ground to be out of reach of predators. Suspended bridges connect the gaps between trees, adjoining distant huts. Knotted rope ladders allow access up or down.\r\n\r\nEwoks enjoy singing and playing music during celebrations and rituals. They are resourceful and tend to make use of everything they get their hands on; they use a variety of crude drums, horns, flutes, and other instruments in their music.

Names

Ewok names are comprised of growled consonants. Female names always end in a vowel. Surnames are clan-based.

  Male Names. Coostick, Erphek, Grarphil, Moodoo

  Female Names. Booshi, Chela, Fesasha, Lipe, Ypezzi

  Surnames. Fedrimra, Jellyng, Moomrack, Trantelaa","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age. Ewoks reach adulthood in their early teens and live about 50 years.

Alignment. Ewoks are inherently accepting, albeit naive, and tend toward the light side, though there are exceptions.

Size. Ewoks stand between 3 and 4 feet tall and weigh about 50 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Crude Weapon Specialists. Ewoks are used to making do with less. You can spend 1 hour, which you can do over the course of a short rest, crafting a weapon out of loose materials. You can craft any simple kinetic weapon, but the weapon's damage suffers a -1 penalty.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Musical Culture. Ewoks incorporate music in their celebrations and rituals. You have proficiency in an instrument of your choice.

Natural Survivalist. You have proficiency in Nature and Survival.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Treeclimber. You have a climbing speed of 25 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Ewokese. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.

"},"skinColorOptions":{"value":"Brown"},"hairColorOptions":{"value":"Shades of white, brown, red, and black"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Furry, short stature, acute sense of smell"},"heightAverage":{"value":"2'9\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Forest Moon of Endor"},"slanguage":{"value":"Ewokese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ewok","mode":"=","targetSpecific":false,"id":1,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.nat.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Skills Nature"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"ewokese","mode":"+","targetSpecific":false,"id":9,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Ewok.webp","effects":[{"_id":"jwNxli358V22lYXu","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Ewok","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":5},{"key":"data.skills.nat.value","value":1,"mode":4,"priority":20},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"ewokese","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Ewok.webp","label":"Ewok","tint":"","transfer":true}]} -{"_id":"4NORCG0p2LtW6L7Q","name":"Echani","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Echani are characterized by their white skin, hair, and eyes, and their remarkable tendency to look very much alike one another to outside observers, particularly amongst family members. It is thought that their origins stem from Arkanian experimentation on the human genome, a hypothesis that could explain their physical conformity.

Society and Culture

A matriarchal, caste-based society originating from the Inner Rim world of Eshan, the echani spread to encompass a confederacy of six worlds including Bengali and Thyrsus, known as the Six Sisters, governed by the all-female Echani Command. \r\n\t\r\nEchani generals are sometimes seen by others as having the ability to predict their opponent's next move. This is no biologicial trait inherent to the species, but rather stems from the fact that combat is so ingrained into every level of echani culture; the echani hold to the idea that combat is the truest form of communication, and to know someone fully, you must fight them. While their combat rituals require complete freedom of movement and unarmed martial arts, in warfare, they tend towards light armor and melee weapons, and are considered excellent craftsmen of such.

Names

Echani names tend to lack hard consonants, but are otherwise as variable as human ones. Echani surnames are tied directly to their place in the caste system.

  Male Names. Caelian, Inarin, Losor, Uelis, Yusanis

  Female Names. Astri, Brianna, Isena, Raskta, Senriel

  Surnames. Authal, Elysi, Fenni, Kinro, Lsu","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Echani reach adulthood in their late teens and live less than a century.

Alignment. Echani culture's emphasis on honor and combat cause them to tend towards lawful alignments, though there are exceptions.

Size. Echani stand between 5 and a half and 6 feet tall and weigh around 150 lbs, with little variation between them. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Allies of the Force. Whenever you make a Wisdom (Insight) check against someone you know to wield the Force, you are considered to have expertise in the Insight skill.

Unarmed Combatant. Your unarmed strikes deal 1d6 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Echani Art. If a humanoid you can see makes a melee weapon attack, you can use your reaction to make a Wisdom (Insight) check against the target's Charisma (Deception). On a success you learn one of the following traits about that creature: it's Strength, Dexterity or Constitution score; bonus to Strength, Dexterity or Constitution saving throws; armor class; or current hit points. On a failure, the target becomes immune to this feature for one day. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses on a long rest.

Combative Culture. You have proficiency in Lore and Acrobatics.

Martial Upbringing. You have proficiency in light armor, and gain proficiency with two martial vibroweapons of your choice.

Languages. You can speak, read, and write Galactic Basic and one extra language of your choice.

"},"skinColorOptions":{"value":"Pale tones"},"hairColorOptions":{"value":"White"},"eyeColorOptions":{"value":"Silver"},"distinctions":{"value":"Fair skin, white hair and eyes, remarkable familial similarity."},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+1d10\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Eshan"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Echani","mode":"=","targetSpecific":false,"id":1,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.skills.acr.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Skills Acrobatics"},{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":8,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Echani.webp","effects":[{"_id":"HNBMxZCToQEy6PSr","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Echani","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.skills.acr.value","value":1,"mode":4,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Echani.webp","label":"Echani","tint":"","transfer":true}]} -{"_id":"4jWAq6DnK7IgsGhX","name":"Colicoid","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Colicoids are tall insectoids that held multiple appendages. Their bodies are chitinous and include a powerful stinging tail. A colicoid's physiology allows them to curl up into a protective ball and unfurl suddenly which allow them to catch their prey unaware. This rolling method of locomotion is second nature to the colicoids. Their insectoid minds provide them a natural defense against mind tricks.

\n

Some members are colicoid queens that are different as they are more than twice the size of even the largest warrior breeds. This makes them extremely dangerous and are the only colicoids that possess a unique poisonous stinger. This combined with their strength and size makes them deadly combatants, especially when within their nests. However, a queen tends to only fight when her young are being threatened.

\n

Society and Culture

\n

Though highly intelligent, colicoids are emotionless and cannibalistic in nature. Their ruthless cunning serves them well on the battlefield as it does on the negotiating table. It is known that long ago that they transferred these ruthless characteristics to their commerce activities. As a result, they are known to be brutally efficient in their business practices. They are noted for being vicious and calculating creatures that are driven by greed whilst showing little regard for others. The colicoids have numerous successful commercial ventures and hold strict business protocols.

\n

Names

\n

Colicoid names are typically very short and gender neutral, with surnames being based on the queen from which they spawned.

\n

  First Names. Gal, Het, Kaf, Lyp, Nok, Yin

\n

  Surnames. Bek, Dor, Set, Tel, Wim, Zal

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Strength or Constitution score increases by 1.

Age. Colicoids reach adulthood by 8 and live to be about 65.

Alignment. Colicoid's emotionless nature causes them to tend towards balanced alignments, though there are exceptions.

Size. Colicoids typically stand 6 to 6 and a half feet tall and generally weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 25 feet.

Acute Senses. You have proficiency in the Perception skill.

Cannibalize. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.

Closed Mind. Colicoid brains have an unusual composition which gives them a natural defense against the Force. You have advantage on Wisdom and Charisma saving throws against force powers.

Defensive Ball. You are able to curl into a rolling ball for extra protection. When you take the Dash action while you aren't wielding a shield, you gain a bonus to AC equal to half your proficiency bonus (rounded up) until the start of your next turn.

Natural Armor. Due to your carapace and the shape of your body, you are ill-suited to wearing armor. Your carapace provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Stinger. Your stinger is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d4 + your Strength modifier.

Languages. You can speak, read, and write Galactic Basic and Colicoid. The Colicoid language uses sounds produced by the antennae and jointed legs of the colicoids, including humming sounds and clicks, which makes it difficult for other species to speak.

"},"skinColorOptions":{"value":"Brown, green, or purple"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Orange, purple, red, or yellow"},"distinctions":{"value":"Carnivorous insectoids, four legs, defensive \"ball mode\""},"heightAverage":{"value":"5'2\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Colla IV"},"slanguage":{"value":"Colicoid"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Colicoid","mode":"=","targetSpecific":false,"id":1,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":4,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.prc.value","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Skills Perception"},{"modSpecKey":"data.attributes.ac.min","value":"17","mode":"=","targetSpecific":false,"id":6,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"colicoid","mode":"+","targetSpecific":false,"id":8,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Colicoid.webp","effects":[{"_id":"lNQzl0PRPGz1LnkR","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Colicoid","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":5},{"key":"data.skills.prc.value","value":1,"mode":4,"priority":20},{"key":"data.attributes.ac.min","value":17,"mode":4,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"colicoid","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Colicoid.webp","label":"Colicoid","tint":"","transfer":true}]} -{"_id":"65bbS4D4qSYS1bPx","name":"Aing-Tii","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

BIOLOGY AND APPEARANCE

\n

The aing-tii are a species of sentient, toothless mammals who stand on two clawed feet with two spindly arms, each with three large digits. Their bodies are covered in jointed white, bony plates covered in unique painted motifs. The aing-tii head is small and juts out perpendicularly from their chest, featuring two large eyes and six long, thin, green tongues extending from their mouths. They have a long, prehensile tail. The species is incapable of producing sound and conveys information via tasting, smelling and touching each other with their tongues.

\n

SOCIETY AND CULTURE

\n

The aing-tii are native to a planet whose location in the Kathol Rift is a closely guarded secret. Although in a dangerous area of space, the majority of Aing-Tii never leave their homeworld nor have any contact with the outside world. Those who do—commonly called aing-tii warrior monks—are often xenophobic and reclusive. The monks spend their entire lives performing errands for their gods, in the hope that they will receive \"an answer\" from them. The aing-tii hate slavery, and often attack slavers who roam the Kathol Outback.

\n

While the aing-tii are Force-sensitive, they avoid wielding the Force, which they see as sacred. The aing-tii believe that everything is somehow guided by the Force. They do not believe in the light or dark sides of the Force. Instead, they hold that there are many different aspects to the Force.

\n

NAMES

\n

Aing-tii names are, in reality, non-verbal and only truly understandable via taste, smell, and touch. The few aing-tii who have been known to the outside world have used translators to convey an auditory identifier.

\n

  Male Names. Ben'Sur, Looshen'Fel, Tadar'Ro

\n

  Female Names. Kulan'Pa, Laman'So, Te'Nuriel

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

\n

Age. Aing-tii reach adulthood in their late teens and live more than a century.

\n

Alignment. Aing-tii's foreign nature causes them to be hard to understand. Most aing-tii tend toward neutral light side, though there are exceptions.

\n

Size. Aing-tii typically stand 6 to 7 feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Armored Plates. You have thick armored plates. When you aren't wearing armor, your AC is 13 + your Dexterity modifier.

\n

Closed Mind. Aing-tii have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.

\n

Force-Sensitive. You know the force push/pull at-will force power. Wisdom or Charisma (your choice) is your forcecasting ability for this power.

\n

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

\n

Wisdom of the Elders. You are proficient in the Lore skill.

\n

Languages. You can understand, read, and write Galactic Basic, and the non-verbal communication of the aing-tii. However, you cannot speak or make noise verbally.

"},"skinColorOptions":{"value":"White"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Force-sensitivity, unique technology, six green tongues"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Aing-Tii homeworld in the Kathol Rift"},"slanguage":{"value":"Non-verbal communication via taste, smell, and touch"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"Ability Score Increase":{"value":"Ability Score Increase"},"Your Wisdom score increases by 2, and your Constitution score increases by 1":{"":{"value":"Your Wisdom score increases by 2, and your Constitution score increases by 1."}},"Age":{"value":"Age"},"Aing-tii reach adulthood in their late teens and live more than a century":{"":{"value":"Aing-tii reach adulthood in their late teens and live more than a century."}},"Alignment":{"value":"Alignment"},"Aing-tii's foreign nature causes them to be hard to understand":{" Most aing-tii tend toward neutral light side, though there are exceptions":{"":{"value":"Aing-tii's foreign nature causes them to be hard to understand. Most aing-tii tend toward neutral light side, though there are exceptions."}}},"Size":{"value":"Size"},"Aing-tii typically stand 6 to 7 feet tall and generally weigh about 200 lbs":{" Regardless of your position in that range, your size is Medium":{"":{"value":"Aing-tii typically stand 6 to 7 feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium."}}},"Speed":{"value":"Speed"},"Your base walking speed is 30 feet":{"":{"value":"Your base walking speed is 30 feet."}},"Armored Plates":{"value":"Armored Plates"},"You have thick armored plates":{" When you aren't wearing armor, your AC is 13 + your Dexterity modifier":{"":{"value":"You have thick armored plates. When you aren't wearing armor, your AC is 13 + your Dexterity modifier."}}},"Closed Mind":{"value":"Closed Mind"},"Aing-tii have a natural attunement for the Force, which makes them resistant to its powers":{" You have advantage on Wisdom and Charisma saving throws against force powers":{"":{"value":"Aing-tii have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers."}}},"Force-Sensitive":{"value":"Force-Sensitive"},"You know the force push/pull at-will force power":{" Wisdom or Charisma (your choice) is your forcecasting ability for this power":{"":{"value":"You know the force push/pull at-will force power. Wisdom or Charisma (your choice) is your forcecasting ability for this power."}}},"Prehensile Tail":{"value":"Prehensile Tail"},"You have supreme control over your tail and can use it to manipulate objects as well as your hands":{"":{"value":"You have supreme control over your tail and can use it to manipulate objects as well as your hands."}},"Wisdom of the Elders":{"value":"Wisdom of the Elders"},"You are proficient in the Lore skill":{"":{"value":"You are proficient in the Lore skill."}},"Languages":{"value":"Languages"},"You can understand, read, and write Galactic Basic, and the non-verbal communication of the aing-tii":{" However, you cannot speak or make noise verbally":{"":{"value":"You can understand, read, and write Galactic Basic, and the non-verbal communication of the aing-tii. However, you cannot speak or make noise verbally."}}},"colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""},"source":"Expanded Content"},"flags":{"dynamiceffects":{"effects":[{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":1,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":3,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":7,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.traits.languages.custom","value":"the non-verbal communication of the Aing-Tii","mode":"+","targetSpecific":false,"id":8,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Traits Language Custom"},{"modSpecKey":"data.details.species","value":"Aing-Tii","mode":"=","targetSpecific":false,"id":9,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":10,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Attributes Armor Class Min"}],"equipActive":true,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Aing-Tii.webp","effects":[{"_id":"3aUdsUbBSwi6cZH0","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.traits.languages.custom","value":"the non-verbal communication of the Aing-Tii","mode":0,"priority":0},{"key":"data.details.species","value":"Aing-Tii","mode":5,"priority":5},{"key":"data.attributes.ac.value","value":13,"mode":4,"priority":5}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Aing-Tii.webp","label":"Aing-Tii","tint":"","transfer":true}]} -{"_id":"6GCmK7Bw7jJjxnMT","name":"Muun","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Muuns are tall, gaunt humanoids with thin bodies, long limbs, and elongated hairless heads. They typically have pale pink or white skin, most likely derived from their propensity for staying indoors. Muuns have tiny ears on the middle of the sides of their heads, flat noses, and slim mouths which leads to a commonly nasally voice.

\n

Society and Culture

\n

Muuns believe in tradition, with an established culture based on intelligence and merit. A class-based hierarchy, Muuns consider the the intellectual pursuits—financiers, lawyers, engineers, diplomats, scientists—as the highest levels of society. Muun culture, and life, revolves around economics and finance. Intense competition among coworkers encourages economic growth, increased productivity, and superior work ethic. Muuns also have a fundamental respect for justice, though they typically adhere to the letter of the law rather than the spirit. Since Muuns tend to shy away from fighting and physical pursuits, Muun society relies on alternative means for their planet's protection, using vast financial resources to purchase massive floating defense platforms to defend their civilization from attack.

\n

Names

\n

Muun names are typically clear and concise, rarely containing more than two syllables, with familial surnames.

\n

  Male Names. Clu, Hego, Nix, Pors, San

\n

  Female Names. Dax, Efra, Gil, Rel, Ter

\n

  Surnames. Card, Damask, Hill, Lesser, Tonith

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

Age. Muuns reach adulthood in their late teens and live an average of a century.

Alignment. Muuns' lawful culture nature causes them to tend toward lawful balanced, though there are exceptions.

Size. Muuns typically stand 6 and a half to 7 feet tall and weigh around 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Finance Savvy. Muun share a keen business sense and an ability to find value where others don't. Whenever you make a Charisma (Persuasion) check involving finances you are considered to have expertise in the Persuasion skill.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Three Hearts. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Languages. You can speak, read, and write Galactic Basic and Muun. The Muuns' admiration of mathematics carries over into their language, which bares a striking resemblance to Binary.

"},"skinColorOptions":{"value":"Light pink or white"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or grey"},"distinctions":{"value":"Three hearts, long limbs, elongated heads"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Scipio"},"slanguage":{"value":"Muun"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Muun","mode":"=","targetSpecific":false,"id":1,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"muun","mode":"+","targetSpecific":false,"id":7,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Muun.webp","effects":[{"_id":"8gvuuKqgXs6QeD14","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Muun","mode":5,"priority":5},{"key":"data.abilities.int.value","value":"2","mode":2,"priority":20},{"key":"data.abilities.cha.value","value":"1","mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"muun","mode":0,"priority":0}],"duration":{},"icon":"systems/sw5e/packs/Icons/Species/Muun.webp","label":"Muun","transfer":true}]} -{"_id":"6Xtx9VeFamCeXo3R","name":"Kaminoan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Kaminoans' evolution from aquatic creatures in the vast oceans of Kamino is reflected in their tall shape, glassy coated eyes, near luminescent skin, and long, thin necks. The almond-shaped eyes of kaminoans are also able to see color in the ultraviolet spectrum. While female kaminoans are bald, males possess headcrests and fin ridges along the rear of their small, bulbous skulls.

Society and Culture

The kaminoans see themselves as a superior form of life, but nevertheless remained polite to outsiders. To them any species seeking self-improvement is worthy of respect, but those who do not are obviously inferior; self-improvement has a central role in Kaminoan society. Through the development and mastery of selective breeding, genetics, and cloning, the kaminoans were able to overcome a cataclysm that pushed them to the brink of extinction. \n\nKaminoans live in a caste based society, determined by the color of the kaminoan's eyes. Gray eyed individuals handle administration and are considered of the highest-level caste; middle castes had yellow eyes and handle the skilled work; and lower castes had blue eyes and perform manual labor and other menial tasks. Although it is extremely rare, kaminoans are sometimes born with green eyes. Those are viewed as genetically inferior and as a threat to the kaminoans' well ordered society and as such are exterminated shortly after birth.

Names

Kaminoan names typically are composed by around two syllables and a brief surname.

  Male Names. Lama, Ni, Orun, Koa

  Female Names. Taun, Ko, Nala, Kina

  Surnames. Ha, Su, We, Sai, Wa","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2 and your Wisdom score increases by 1.

\n

Age. Kaminoans reach adulthood at 11 years old and live around 100 years.

\n

Alignment. Kaminoans highly organized society lead individuals to tend toward a lawful alignment, though there are exceptions.

\n

Size. Kaminoans typically stand 7 to 8 feet tall and weigh around 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Geneticist. You have proficiency in the Medicine skill.

\n

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

\n

Tech Dabbler. You know the temporary boost at-will tech power. Intelligence is your techcasting ability for this power. You do not require use of a wristpad for this powers.

\n

Ultraviolet Sight. Whenever you make a Wisdom (Perception) check related to sight, you are considered to have expertise in the Perception skill.

\n

Languages. You can speak, read, and write Galactic Basic and Kaminoan. Kaminoan is characterized by its flowing water-like sound.

"},"skinColorOptions":{"value":"White"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Grey, yellow, blue, green"},"distinctions":{"value":"Very tall, long limbs, long necks"},"heightAverage":{"value":"6'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"150 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Kamino"},"slanguage":{"value":"Kaminoan, Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kaminoan","mode":"=","targetSpecific":false,"id":1,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.med.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Skills Medicine"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"kaminoan","mode":"+","targetSpecific":false,"id":8,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Kaminoan.webp","effects":[{"_id":"bAvoarff91YbaQxe","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Kaminoan","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.med.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"kaminoan","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kaminoan.webp","label":"Kaminoan","tint":"","transfer":true}]} -{"_id":"7G1COzmveSjLh9BF","name":"Barabel","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Barabel are a bipedal species of reptilians who are covered in very tough dark colored scales. Evolved from nocturnal lizards, the Barabel adapted a thick layer of fat which allowed them to remain active and not sluggish when temperatures dropped. A blaster set on stun would not damage them at all or slow them down, as it would merely bounce off their scales. Barabel are able to shed their tails if necessary, an ability that proved the undoing of many startled foes. They also possess heavy retractable claws along with needle sharp teeth which can grow to be 2 inches in length. A carnivorous species, Barabel possess two stomachs in order to process the massive amount of food they required to survive.

\n

Society and Culture

\n

Living in low tech communities ranging from a few dozen individuals to no more than ten thousand, the Barabel community is built around a warren where the group thrives and hunted from. The Barabel species is noted for its hunting and tracking prowess; many of their actions are fueled by their hunting instincts, leading to the general feeling that Barabel are always angry. They are well known for their aggression but are also extremely loyal. They also have a great deal of respect for the Jedi because of their first experiences with a Jedi Master who settled a dangerous clan dispute. Apologies, whether for a misdeed or in sympathy, are an unknown concept to Barabel and are considered insulting.

\n

Names

\n

Barabel names are harsh and gutteral. Female names are often softer. Surnames are warren-based.

\n

  Male Names. Anidroks, Bridiz, Trurzuk, Vilzinok

\n

  Female Names. Alge, Bulzo, Ekthamo, Inako, Nolku

\n

  Surnames. Akken, Dutarca, Khigta, Srabulgid, Zhomo

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Dexterity score increases by 1.

Age. Barabel reach adulthood in their late teens and live less than a century.

Alignment. Barabel aggression causes them to tend toward the dark side, though there are exceptions.

Size. Barabel typically stand between 6 and 7 feet tall and weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Barabel have retractable claws. You are proficient with your claws, which deal 1d4 kinetic damage on a hit.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Hungry Jaws. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals 1d4 kinetic damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

Hunter. You are proficient in Survival.

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

Languages. You can speak, read, and write Galactic Basic and Barabel. The Barabel language is characterized by its barks and hisses.

"},"skinColorOptions":{"value":"Black, green, grey, or red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or red"},"distinctions":{"value":"Four-fingered hands, two inch long teeth"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Barab I"},"slanguage":{"value":"Barabel"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Barabel","mode":"=","targetSpecific":false,"id":1,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":7,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"barabel","mode":"+","targetSpecific":false,"id":10,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Barabel.webp","effects":[{"_id":"rZWNCSEJqZsjLbV5","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Barabel","mode":5,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":20},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft)","mode":2,"priority":20},{"key":"data.attributes.ac.value","value":13,"mode":4,"priority":20},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"barabel","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Barabel.webp","label":"Barabel","tint":"","transfer":true}]} -{"_id":"7NCPEwtVOqZhLciS","name":"Tusken","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

While Tuskens, also known as Tusken Raiders or Sand People, are easily recognizable by their full-body clothing, goggles, and mouth filters, little of their true physical appearance can be discerned. From birth, Tuskens are covered in wraps, and, barring very rare occasions, will not bare any part of their skin in sight of another person. This, combined with their hostility to outsiders and Tatooine's remote and arid nature, makes even study of Tusken corpses difficult.

Society and Culture

Tuskens are a primative, tribal race, mostly living in small clans scattered throughout Tatooine's deserts. Due to the harsh and unforgiving desert environment, Tusken clans are often xenophobic and territorial, but it is not unknown for them to adopt members of other species into the clan. They believe that all water is sacred and promised to them alone, and are infamous among the other residents of Tatooine for raiding and pillaging settlements and farms.\n\nTusken clans are usually very stratified, with males as hunters and warriors, while females and children maintain the camp. Tusken warriors hold their bond with their gaderffii weapons and Bantha mounts as sacred, and will choose death before relinquishing either.

Names

Tusken naming traditions vary between clans, but most are made up of harsh, guttural sounds. Tuskens do not use surnames.

  Male Names. Ur Ur, A'Koba, Qeruru'rr, Gr'Karr

  Female Names. K'Yark, Reirin, K'Orou, Ursarr'u","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength or Charisma score increases by 1.

\n

Age. Tuskens are considered adults when they turn 15. Because of the harsh and unforgiving climate of their home world, they rarely live longer than half a century.

\n

Alignment. Tusken culture's violent focus and disregard of those outside the tribe causes them to tend towards chaotic dark side, though there are exceptions.

\n

Size. Tusken stand between 5 and 6 feet tall and weigh around 155 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

\n

Animal Handler. You are proficient in Animal Handling.

\n

Intimidating Roar. Once per day, you can cast the fear Force power. Charisma is your forcecasting ability for this power.

\n

Survivors of the Sands. You are proficient in Survival. Additionally, you don't treat desert terrain as difficult terrain. Lastly, you are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

\n

Tusken Weaponry. You have proficiency with the slugthrower and vibromace.

\n

Languages. You can speak, read, and write Galactic Basic and Tusken. Tusken is a guttural language characterized by its barks, growls, and roars. While Tuskens typically understand Galactic Basic, it is rare to hear them speak anything but Tusken.

"},"skinColorOptions":{"value":"Brown, gray, or tan"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Pale gray or black"},"distinctions":{"value":"Full-body wrappings, goggles, mouth filter"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Tatooine"},"slanguage":{"value":"Tusken"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Tusken","mode":"=","targetSpecific":false,"id":1,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ani.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Skills Animal Handling"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.weaponProf.custom","value":"slugthrower","mode":"+","targetSpecific":false,"id":8,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibromace","mode":"+","targetSpecific":false,"id":9,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"tusken","mode":"+","targetSpecific":false,"id":11,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Tusken.webp","effects":[{"_id":"bwSDTAnMbEikuqSv","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Tusken","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.ani.value","value":1,"mode":4,"priority":20},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.weaponProf.custom","value":"slugthrower","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibromace","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"tusken","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Tusken.webp","label":"Tusken","tint":"","transfer":true}]} -{"_id":"7vW91tCYYT4Zlzx6","name":"Flesh Raider","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Flesh raiders are a more primitive, and more physically imposing subspecies of rakata that mutated prior to the end of the Infinite Empire. A life above ground and in caves has led the flesh raiders to lose their more amphibian traits, and are now more humanoid in their biological needs, though they seem to only be able to digest meats and flesh.\n\nFlesh raiders keep many of their ancestral rakatan features, though they have experienced a form of gigantism that has lead to their interesting appearance, that of a flat topped, spade shaped head, with blade-like eye stalks coming off the side ends of the spade. Their body structure also more closely matches that of a trandoshan or dashade, being bulky and imposing in stature, towering over most other sentient creatures.\n\nUnlike contemporary rakata, flesh raiders did not lose their ability to tap into the Force.

Society and Culture

Flesh raiders are known to form small clan structures, with a war boss in charge of the clan. Those flesh raiders who are born Force-sensitive can be found imitating a temple structure, with a powerful Force-sensitive, usually from another species, leading them. \n\nFlesh raiders still speak the rakatan language, though it has developed into a cruder variant.

Names

Flesh raider names tend to be short and concise, embodying strength and virility. Flesh raider names make no distinction between male and female names. Surnames are clan-based, though they are rarely used.

  First Names. Cha'nagh, Fashk, Gorshh, Keshk, Mar'govrok

  Surnames. Ban, Fel, Kuir, Penk, Teeshk","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom or Charisma score increases by 1.

\n

Age. Flesh raiders reach adulthoood by 20 and rarely live longer than 90 years.

\n

Alignment. Flesh raiders' propensity towards war and aggression cause them to tend toward chaotic dark side, though there are exceptions.

\n

Size. Flesh raiders typically stand between 6 and 7 feet tall and weigh around 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

\n

Cannibalize. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Force Contention. Due to their unique physiology, flesh raider hardiness allows them to overcome use of the Force. You have advantage on Strength and Constitution saving throws against force powers.

\n

Menacing. You gain proficiency in the Intimidation skill.

\n

Hunters. Whenever you make a Wisdom (Survival) check to hunt for food, you are considered to have expertise in the Survival skill.

\n

Languages. You can speak, read, and write Galactic Basic and Rakata. Rakata is characterized by its deep tones and simplistic nature, using mainly consonants and long vowels. It's script seems to be a very ancient form of Galactic Basic.

"},"skinColorOptions":{"value":"Brown, pink, red, or tan"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, dark blue, dark green"},"distinctions":{"value":"Horizontal eye stalks, horizontal spade-shaped head, tridactyl hands"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Tython"},"slanguage":{"value":"Rakata"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Flesh Raider","mode":"=","targetSpecific":false,"id":1,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rakata","mode":"+","targetSpecific":false,"id":8,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Flesh%20Raider.webp","effects":[{"_id":"8kAGFyPm2CQRdUho","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Flesh Raider","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"rakata","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Flesh%20Raider.webp","label":"Flesh Raider","tint":"","transfer":true}]} -{"_id":"8EbNKt2DNF8QrUAf","name":"Karkarodon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The amphibious Karkarodons have tall, slim bodies with webbed hands and feet. Their shark-like heads have pointed noses, gill slits, and many rows of razor-sharp teeth, which they use when attacking and eating. Karkarodons are skilled and fast swimmers. They attack by grabbing the target and used their jaws for ripping and tearing.

Society and Culture

Karkarodons hail from the planet Karkaris, which is located in a star system neighboring the planet Mon Cala. They harbor an intense hatred for the Mon Calamari and Quarren inhabitants. The planet is almost entirely under water, and is very uninviting to non-Karkarodons. \r\n\r\nKarkarodon culture is a warmongering, strength-based culture. Clans often fight eachother for dominance, natural resources, and to cull the weak. Each clan on the planet has a ruling triumvirate, usually comprised of venerated warriors who rule for life. When a younger Karkarodon wants to replace one of the ruling body, they challenge them to single, mortal combat. Occasionally, the challenged may spare the life of the challenger when they win, though that usually leads to resentment from the loser.\r\n\r\nKarkarodons do not believe in lying or duplicity. They believe in approaching problems head on and saying what they mean, and are generally demeaing towards those they deem their lessers.

Names

Karkarodon names are harsh and gutteral. They are generally one syllable. Surnames are clan-based rather than familial.

  Male Names. Aurb, Rend, Riff, Trak, Vour

  Female Names. Dewb, Garr, Rast, Scrat, Zend

  Surnames. Alben, Gerdall, Kibben, Tamson, Zendall","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.

Age. Kakarodon reach adulthood in their early teens and live to be about 70.

Alignment. Karkarodons' warmongering nature causes them to tend toward the dark side, though there are exceptions

Size. Karkarodons stand 5 to 7 feet tall and weigh upwards of 250 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Amphibious. You can breathe air and water.

Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d6 + your Strength modifier.

Hungry Jaws. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Karkaran. Karkaran is characterized by its fierce sounds.

"},"skinColorOptions":{"value":"Blue, gray, or white"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Multiple rows of sharp teeth, powerful jaws, shark-like heads"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Karkaris"},"slanguage":{"value":"Karkaran"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Karkarodon","mode":"=","targetSpecific":false,"id":1,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"karkaran","mode":"+","targetSpecific":false,"id":8,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Karkarodon.webp","effects":[{"_id":"aWzuTfE8yN5RwMdF","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Karkarodon","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"karkaran","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Karkarodon.webp","label":"Karkarodon","tint":"","transfer":true}]} -{"_id":"9TcPSEjDxGswPbAV","name":"Chagrian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Chagrians are born as tadpoles in clutches of three or more and raised in tubs of water in a family's private home. During this time, their arms, legs, and air-breathing lungs develop. Adult Chagrians are truly amphibious, retaining their ability to breathe underwater while also able to function without difficulty in air. They also possess acute low-light vision.

\n

The average Chagrian stands taller than a Human. They are distinguished by two fleshy growths protruding from the sides of their heads, which they call lethorns. As they age, the lethorns thicken. Males also sport two horns growing from the top of their skulls. These were once used in underwater duels to attract a mate, and are seen as a sign of the males' strength and virility. Females lack the superior cranial horns, but had more pronounced and longer posterior head plates; these can reach halfway down their back. Chagrians also have very long black forked tongues.

\n

Society and Culture

\n

As a species, Chagrians are generally peaceful and law-abiding to the point of becoming stoic and obstinate. Many Chagrians are motivated only by basic desires such as sustenance, shelter, and healthcare. Chagrian government ensures that every citizen is cared and provided for, so the standard of living for the poorest Chagrian is high compared to the members of other species. Chagrians who expect violence often wear red.

\n

Names

\n

Chagrian names have a very melodic tone. Male names are typically shorter than female names. Surnames are familial.

\n

  Male Names. Bom, Chen, Fiet, Nedd, Touk

\n

  Female Names. Chavik, Dabai, Fisil, Oolya, Tinto

\n

  Surnames. Kassin, Molya, Nigna, Onirali, Treen

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

\n

Age. Chagrians reach adulthood in their late teens and live an average of 75 years.

\n

Alignment. Chagrians' peace-loving nature causes them to tend toward the light side, though there are exceptions.

\n

Size. Chagrians typically stand between 5 and 6 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Amphibious. You can breathe air and water.

\n

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Natural Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

\n

Swim. You have a swimming speed of 30 feet.

\n

Languages. You can speak, read, and write Galactic Basic and Chagri.

"},"skinColorOptions":{"value":"Light to dark blue"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Horns (male), lethorns, black forked tongues"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Champala"},"slanguage":{"value":"Chagri"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Chagrian","mode":"=","targetSpecific":false,"id":1,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":7,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"chagri","mode":"+","targetSpecific":false,"id":10,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Chagrian.webp","effects":[{"_id":"yGJG8HBejLZV4hB0","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Chagrian","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":0},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"chagri","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Chagrian.webp","label":"Chagrian","tint":"","transfer":true}]} -{"_id":"9eKqMBI389KkoXR2","name":"Selkath","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Selkath are an aquatic species, known for being skilled swimmers and diplomats. Their heads resemble sting rays and they have a blue, pink, or green skin naturally patterned as an underwater camouflage. Their mouths are bracketed by cephalic lobes. Female Selkath differed from males due to the presence of tendrils on the back of their heads.

\n

All members of the Selkath race have rectractable, venom-tipped claws. The use of these claws in any form of combat or attack was considered dishonorable and a sign of madness; to do this was to give in to animal instincts unbecoming of a sentient species. Because of the Selkath's water-dwelling nature, their chest armors were fitted with misting vents in order to keep their skin moist.

\n

Society and Culture

\n

Selkath are native to the planet Manaan, the only naturally occurring source of the medical liquid referred to as kolto. The Selkath have leveraged this monopoly on maintain their neutrality, peddling their invaluable healing supplies to all comers.

\n

Manaan is an ocean planet is home to only one above-surface settlement, the floating Ahto City, built directly above Hrakert Rift, the most abundant source of kolto on Manaan. As bacta began to replace the inferior kolto on the galactic stage, Manaan fell from their previously respected position, shirking away their previous prestige and causing many Selkath to disappear from the galactic eye into isolationism and tribalism.

\n

Names

\n

Selkath names tend to have a flowing quality to it, like a stream of water. They rarely use surnames.

\n

  Male Names. Chata, Galas, Qual, Morgo, Shaelas

\n

  Female Names. Halsuna, Dolmas, Shasa, Ulsuru

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

\n

Age. Selkath reach adulthood in their late teens and live up to 100 years.

\n

Alignment. Selkath have been renowned for countless millenia for their careful preservation of neutrality. As such individuals tend towards the neutral balanced alignment, though there are exceptions.

\n

Size. Selkath typically stand between 4 and a half to 5 and a half feet tall and average 130 pounds. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Amphibious. You can breathe air and water.

\n

Gift of the Progenitor. You know the temporary boost at-will tech power. When you reach 3rd level, you can cast the kolto pack tech power once per day. When you reach 5th level, you can also cast the kolto cloud tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

\n

Swim. You have a swimming speed of 30 feet.

\n

Venomous Claws. Selkath have a set of retractable, venom-tipped claws. These claws are a natural weapon which can be used to make unarmed strikes. They deal 1d4 poison damage. You can use your choice of Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

\n

Languages. You can speak, read, and write Galactic Basic and Selkatha. Selkatha has a very moist and gurgling tone to it.

"},"skinColorOptions":{"value":"Blue, gray, green, pink"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, blue, green"},"distinctions":{"value":"Venom-tipped claws, artificial misting vents, cephalic lobes, three-digit hands, two-toed feet"},"heightAverage":{"value":"4'0\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Manaan"},"slanguage":{"value":"Selkatha"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Selkath","mode":"=","targetSpecific":false,"id":1,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"selkatha","mode":"+","targetSpecific":false,"id":8,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Selkath.webp","effects":[{"_id":"fJnrLKeafCg903Bd","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Selkath","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"selkatha","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Selkath.webp","label":"Selkath","tint":"","transfer":true}]} -{"_id":"AblD3LV4hRogJfnM","name":"Gran","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Gran can easily be identified by their three eyes and their goat-like snout. Female Gran also have three breasts. They have excellent vision, able to resolve more colors than most species, and even able to see into the infrared, thus they are able to sense one another's emotions and disposition by noting subtle changes in body heat and skin color. Gran have two stomachs, having evolved from herbivorous grazing animals who lived in herds on the mountains and highlands of Kinyen. A single meal can take almost an entire day to finish, after that a Gran does not often need to eat for several days.

Society and Culture

The peaceful nature of Gran society is a reflection of their homeworld, Kinyen. Kinyen boasted large and rolling grasslands and highlands, a dense and beautiful forest, and one of the longest and clearest rivers in the Bes Ber Bikade sector. The beauty of this planet, and the need for primitive Gran to band together for defense against predatory animals, helped the Gran develop strong bonds of home and family in their society. \r\n\r\nThe Grans are also very protective of their families, and were some of the most devoted parents in the galaxy. This is because of their very powerful and sensitive sight, which can sense the emotions of their mates and their children. Gran society maintains its balance by setting up strict career quotas, and making sure young Gran are educated for a specific job that best served his or her talents.

Names

Gran names typically are monosyllabic and accompanied by a surname, which is familial.

  Male Names. Ask, Dree, Ree, Pax, Nic

  Female Names. Yan, Alijia, Meeb, Sir, Zeek

  Surnames. Moe, Leem, Yees, Wix, Naaq","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age. Gran reach adulthood around their late teens and live up to 80 years.

Alignment. Gran highly organized society cause them to tend toward lawful alignments, though there are exceptions..

Size. Gran typically stand between 5 and 6 feet tall and weigh around 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Slow Metabolism. You are able to go a number of days without food equal to 3 + twice your Constitution modifier before suffering exhaustion.

Keen Sight. Through use of infrared vision, you have advantage on Wisdom (Perception) checks that rely on sight.

Reader of Hearts. Through identifying subtle variations in a target's body heat, the Gran are able to better understand their emotions and intentions. You are proficient in the Insight skill.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Languages. You can speak, read, and write Galactic Basic and Gran. It is rare to hear Gran spoken on any world other than Kinyen.

"},"skinColorOptions":{"value":"Blue or tan"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, purple"},"distinctions":{"value":"Three eyes and goat-like snout"},"heightAverage":{"value":"4'10\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Kinyen"},"slanguage":{"value":"Gran"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gran","mode":"=","targetSpecific":false,"id":1,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ins.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"gran","mode":"+","targetSpecific":false,"id":8,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Gran.webp","effects":[{"_id":"2cpzxKWagRwrN2wf","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Gran","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.ins.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"gran","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Gran.webp","label":"Gran","tint":"","transfer":true}]} -{"_id":"AqAZpPrN330V8q1R","name":"Rishii","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Rishii are a sentient, avian species of carnivores which possess two legs ending in four-toed feet, two arms, a tail, and a head. The species' two arms consist of feathered wings ending in nimble humanoid hands, capable of manipulating tools. The wings grant the Rishii the ability to fly at great speeds, which is their method of travel equivalent to running in land-based species. A Rishii's head contained a beak between two yellow eyes framed by a large brow. Rishii were capable of mimicking anything said to them perfectly, and also possessed extremely strong senses, particularly hearing and sight.

Society and Culture

Native to the planet Rishi, the Rishii live in loose primitive tribes, known as nests, clustered high upon the planet's mountains, away from the hot and humid lowland swamps. Each nest consists of a small number of family units led by a chieftain, with neighbouring nests respecting each others territories and living in harmony. This peaceful and accepting attitude goes beyond just other Rishii and was extended to all neighbours of a nest, including the many other species who colonise the lowlands of Rishi. Due to the unfavorable conditions found in the lowlands, the native avians do not understand the off-worlders' choice to live there, but were not opposed to their presence.

Names

As with much of their speech, Rishii names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. Rishii names do not vary based on gender. Rishii are responsive to nicknames given by outsiders. ","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age. Rishii reach adulthood at 10 and generally live no longer than 60 years.

Alignment. Rishii tend toward no particular alignment. The best and worst are found among them.

Size. Rishii range from 4 to 6 feet tall and generally weigh less than 130 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Flight. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.

Keen Hearing and Sight. You have advantage on Wisdom (Perception) checks that rely on hearing or sight.

Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Languages. You can speak, read, and write Galactic Basic and Rishii. Rishii's clicks, trills, and whistles are difficult for outsiders to learn without the aid of a protocol droid, and so Rishii often feel comfortable speaking to eachother in the language in front of others.

"},"skinColorOptions":{"value":"Yellow"},"hairColorOptions":{"value":"Brown or white"},"eyeColorOptions":{"value":"Brown or yellow"},"distinctions":{"value":"Sound mimicry, enhanced hearing and sight"},"heightAverage":{"value":"4'2\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Rishi"},"slanguage":{"value":"Rishii"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Rishii","mode":"=","targetSpecific":false,"id":1,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Flying (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rishii","mode":"+","targetSpecific":false,"id":8,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Rishii.webp","effects":[{"_id":"EG1cQYESSqx7uV17","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Rishii","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.speed.special","value":"Flying (30 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"rishii","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Rishii.webp","label":"Rishii","tint":"","transfer":true}]} -{"_id":"BG3JpwTIiN01Hlb5","name":"Harch","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Harch possess a large-fanged mouth between two prominent chelicerae, above which they have six red eyes arranged in a semicircle. The two lowest eyes are larger and roughly twice the size of the four smaller eyes. Harch walk on two legs and have six arms, with the second and third set of arm protruding from behind the first pair rather than directly above or below them. These arms are covered in thick hair and end in three-fingered hands. The Harch are distantly related to the Aqualish species and there is much debate among geneticists regarding the relationship between the Harch and the Aqualish Ualaq subspecies. However, the Harch themselves considered such discussions to be obscene.

\n

Society and Culture

\n

Not much is known about the Harch, as few of them have mingled with the galactic community, preferring to stay on Secundus Ando. Harch that leave the planet tend to have a more aspirant nature than their fellows, and often reach great heights in their chosen professions in the galaxy. Such Harch are considered outliers—most apparently care little for titles. Like the Arcona species, female Harch are seen as more domineering and aggressive than their male counterparts. It is not unheard of for a male Harch to raise entire broods of hatchlings alone.

\n

Names

\n

Harch names are not gender-specific. Harch do not use surnames.

\n

  Names. Cubach, Quixoch, Trench, Turch

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength, Constitution, and Intelligence scores increase by 1.

\n

Age. Harch reach adulthood at age 10 and can live up to 200 years.

\n

Alignment. Harch are cold, calculating beings, causing them to tend toward the dark side, though there are exceptions.

\n

Size. Harch stand around 6 feet tall and weigh between 200 and 300 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Bite. Your fangs are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal 1d4 + your Strength modifier kinetic damage.

\n

Six-Armed. Harch have six arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

\n

Spider Climb. You have a climbing speed of 30 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing, and while climbing you always have two hands free.

\n

Venomous Fangs. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and the target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target is poisoned until the end of its next turn, and you can't use this feature again until you complete a short or long rest.

\n

Languages. You can speak, read, and write Galactic Basic and Harchese. Harchese is discernible from other insectoid languages by a noticeable emphasis on consonants, especially the \"ch\" sound.

"},"skinColorOptions":{"value":"Pale pink"},"hairColorOptions":{"value":"Brown, black"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Spider-like with six eyes, eight limbs and chelicerae"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"150 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Secundus Ando"},"slanguage":{"value":"Harchese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Harch","mode":"=","targetSpecific":false,"id":1,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":5,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":6,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":"=","targetSpecific":false,"id":8,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"harchese","mode":"+","targetSpecific":false,"id":10,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Harch.webp","effects":[{"_id":"fVMBhfpLgK7mYOvF","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Harch","mode":5,"priority":5},{"key":"data.abilities.str.value","value":"1","mode":2,"priority":20},{"key":"data.abilities.con.value","value":"1","mode":2,"priority":20},{"key":"data.abilities.int.value","value":"1","mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"harchese","mode":0,"priority":0}],"duration":{},"icon":"systems/sw5e/packs/Icons/Species/Harch.webp","label":"Harch","transfer":true}]} -{"_id":"CNeyp0A99mn0U0ft","name":"Hutt, Adolescent","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Hutts are a massive slug-like species who have large mouths and stubby arms. They have three lungs and thick leathery skin, which is wrinkled and slimy. Hutts often have watery eyes and lack facial expressions. Their tails are supported by a skeletal spine. Despite their legendary size, hutts start out as tiny huttlets less than half a foot in height, and continually grow over the long lives.

\n

Society and Culture

\n

Most hutts are crime lords who live opulent lives overseeing criminal underworld activities like spice smuggling, slavery, gambling and bounty hunting. This is not true for all, however, as some eschew the life of a decadent, obese version of their species and prefer a more mobile existence. Hutt society is divided into families known as kajidics, a social structure that is both familial and a crime gang. Hutts are encouraged to make a name for themselves around the age of 150 while simultaneously not threatening the welfare of the clan. At around 200, they will likely stop being saved by the clan and encouraged even further to fend for themselves while benefiting the kajidic; they may even be granted a star system or two. Nomadic or kajidic-less hutts are often hunted or killed by other hutts in fear of the nomad coming to claim a territory.

\n

Names

\n

Hutt names with a suffix title as \"the Hutt\" are usually reserved for noteworthy huts, with the name of a hutt's kajidic coming before the title. Because hutts are hermaphroditic, choosing a gender at will, their names are considered androgynous.

\n

  First Names. Arok, Gorga, Jabba, Mama, Ziro

\n

  Kajidic Names. Besadii, Desilijic, Fenn'ak, Gnuda

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and two other ability scores of your choice increase by 1.

Age. Hutts are considered a child until around the age of 200 in which they are a full fledged adult. Hutts can live upwards of 900 years with even more ancient ones exceeding that.

Alignment. Hutts are selfish, greedy, and highly organized, causing them to tend toward chaotic dark side, though there are exceptions.

Size. Hutts have a unique special characteristic; from birth to death, they never stop growing. As an adolescent hutt, you typically stand between 6 and 7 feet tall and weigh at least 400 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 20 feet.

Closed Mind. Hutt brains have an unusual composition which made them resistant to influence from the Force. You have advantage on Wisdom and Charisma saving throws against force powers.

Natural Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

Shrewd Demeanor. You have proficiency in two Intelligence, Wisdom, or Charisma skills of your choice.

Slow and Lethargic. Hutts are slow and generally incapable of moving quickly. You have disadvantage on Dexterity saving throws, and when determining your bonus to AC from your Dexterity, you can't add more than +3.

Wealthy. During character creation, you start with additional credits equal to your level x your proficiency bonus x 1,000 cr.

Languages. You can speak, read, and write Galactic Basic and Huttese. Hutts rarely speak Galactic Basic, even though they are perfectly able; if the person with whom they are speaking doesn't understand Huttese, they are more likely to use an interpretor than deign to speak the language of lesser species.

"},"skinColorOptions":{"value":"Black, blue, brown, gold, green, purple, tan, white, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue, gray, green, orange, turquoise, violet, or yellow"},"distinctions":{"value":"Three lungs, slug-like appearance"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"400 lb."},"weightRollMod":{"value":"x(2d8) lb."},"homeworld":{"value":"Nal Hutta"},"slanguage":{"value":"Huttese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Hutt","mode":"=","targetSpecific":false,"id":1,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"20","mode":"=","targetSpecific":false,"id":4,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":5,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"huttese","mode":"+","targetSpecific":false,"id":7,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Hutt.webp","effects":[{"_id":"LF9pTbpX8wisnODN","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Hutt","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":20,"mode":5,"priority":5},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"huttese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Hutt.webp","label":"Hutt, Adolescent","tint":"","transfer":true}]} -{"_id":"DaZekPJ9ylQidpri","name":"Abyssin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The hulking abyssin have long limbs and a single large eye chat dominates their foreheads. Typically wellmuscled, the abyssin’s stooping gait results in a slightly hunched appearance.

\n

A distinctive trait of the abyssin is their ability to heal quickly; their fast regeneration is believed to have been an adaptation to prevent fluid loss via bleeding on their desert homeworld. All cells in the abyssin body are replaced every 80 hours, and organs which typically were paired in other species appear singularly.

\n

Society and Culture

\n

A primitive tribal society, the abyssin of Byss are known as violent and brutish, and their planet is avoided by most beings in the civilized galaxy. Unstable resources on Byss do not allow for mass population growth or for the stabilization of a central government, economy or trade system.

\n

Existing simply in nomadic tribes, abyssin groups can interact peacefully with one another, though only if both groups have plentiful water and food supplies. Otherwise, they began a 'Blooding', a brawl that ends only when one tribe's warriors are all killed, captured, or incapacitated. Warriors who survive a Blooding are usually allowed to join the winning tribe once they finish their regeneration. This tradition led to some violent incidents when spacers tried to make first contact and trade with Abyssin tribes with scarce water resources, especially since the abyssin assumed the alien traders could regenerate as quickly as they did.

\n

Names

\n

There does not appear to be any distinction between male and female names for abyssin. Abyssin don't use surnames.

\n

  Names. Anami, Easym, Myo, Qawohl, Seh-run, Sidie

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.

\n

Age. Abyssin reach adulthood at age 30 and can live up to 300 years thanks to their regenerative abilities.

\n

Alignment. Abyssin's violent and anarchic upbringing cause them to tend toward the dark side, though there are exceptions.

\n

Size. Abyssin stand around 6 feet tall and weigh between 200 and 400 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Rapidly Regenerative. You heal quickly, both at will and in response to danger. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points. Additionally, when you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.

\n

Rugged Survivalist. You are proficient in the Survival skill. Additionally, you are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

\n

Tech-Impaired. While abyssin can figure out basic technology, they experience difficulty using more complex equipment like wristpads. You cannot use tech powers or take levels in techcasting classes.

\n

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit

\n

Languages. You can speak, read, and write Galactic Basic and Abyssin. Abyssin uses mainly growls and grunts that many species consider primitive. The written form of language uses only a small number of simple hieroglyphs.

"},"skinColorOptions":{"value":"Green, tan"},"hairColorOptions":{"value":"Black, turning white with age"},"eyeColorOptions":{"value":"Yellow, white"},"colorScheme":{"value":""},"distinctions":{"value":"Single eye, regenerative abilities"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"2d10\""},"weightAverage":{"value":"150 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Byss"},"slanguage":{"value":"Abyssin"},"manufacturer":{"value":""},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"planguage":{"value":""},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Abyssin","mode":"=","targetSpecific":false,"id":1,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"+","targetSpecific":false,"id":5,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.custom","value":"Abyssin","mode":"+","targetSpecific":false,"id":7,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Language Custom"}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Abyssin.webp","effects":[{"_id":"JhHAOQyteRjEJhyC","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.details.species","value":"Abyssin","mode":5,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":20},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":20},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"abyssin","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Abyssin.webp","label":"Abyssin","tint":"","transfer":true}]} -{"_id":"DjIk9dzlrBVaxYSO","name":"Bothan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Bothans are a short species of furry humanoids. Bothans are covered in fur which shifted in response to their emotional state by way of gentle ripplings. It is this trait, named Wrendui, that betrays them when members of their kind intend to be duplicitous in their dealings with others. They possess tapered pointed ears, and both males and females were known to sport beards. Bothans are able to interbreed with the other species, though it is rare that they do so. Such hybrids somewhat resembled baseline humans with haunches, hooves, fur, pointed ears and a long tail.

\n

Society and Culture

\n

Bothan culture is guided by the philosophy and principles from the ancient text known as The Way, written by Golm Fervse'dra. In this \"Bothan Way\", the pursuit of power and influence is paramount. Thus, individual bothans put their own political and economic success above all other concerns, and as a species, bothans put their own advancement ahead of other intergalactic interests. The volume of backstabbing, subtle character assassination and political maneuvering in bothan society is dizzying, and results in many species stereotyping bothans as untrustworthy. In fact, most bothans are habitually paranoid, believing that anyone who's not working with them, is working against them. In times of crisis, the focus of bothan society shifts to a survivalist state known as \"ar'krai\". When engaged in ar'krai, all fit bothans volunteer to defend their species from impending extinction.

\n

Names

\n

Male bothan names are often tricky while female names are soft. Surnames are familial.

\n

  Male Names. Garc, Hibriak, Nith, Tramom, Ventagt

\n

  Female Names. Ceerriah, Dhaim, Gnam, Meenn, Vit

\n

  Surnames. Bwif'livi, Gra'kit, Hia'faitu, Main'dil

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

Age. Bothans reach adulthood in their late teens and live less than a century.

Alignment. Bothans' duplicitous nature causes them to tend toward the dark side, though there are exceptions.

Size. Bothans stand 4-5 feet tall and weigh under 100 pounds. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is your size or larger than you.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of its turns.

Shrewd. You are proficient in the Insight and Deception skills.

Languages. You can speak, read, and write Galactic Basic and Bothese. Bothese had a great influence on the forming of Galactic Basic; the two languages share many cognates.

"},"skinColorOptions":{"value":"Brown"},"hairColorOptions":{"value":"Black, brown, or gray (with age)"},"eyeColorOptions":{"value":"Brown or green"},"distinctions":{"value":"Diminutive stature, mood-sensitive fur"},"heightAverage":{"value":"4'3\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Bothawui"},"slanguage":{"value":"Bothese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Bothan","mode":"=","targetSpecific":false,"id":1,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ins.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Skills Insight"},{"modSpecKey":"data.skills.dec.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Skills Deception"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"bothese","mode":"+","targetSpecific":false,"id":9,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Bothan.webp","effects":[{"_id":"nTIwpqn8tPkjpase","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Bothan","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.ins.value","value":1,"mode":4,"priority":20},{"key":"data.skills.dec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"bothese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Bothan.webp","label":"Bothan","tint":"","transfer":true}]} -{"_id":"EkNscZ0au0HEwnD0","name":"Verpine","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Verpine are thin bipedal insectoids whose heads are dominated by large compound eyes. They also have two antennae, one located behind each eye. Their hardened carapace, composed of a green chitinous substance called carahide, is as flexible as the skin of other creatures, yet tough enough to deflect a blade or even absorb a glancing blaster bolt. The Verpine circulatory system does not contain a heart.\r\n\r\nVerpine eyes are keen enough to pick out microscopic details. Their antennae contain tympanic nerves which pick up sound. Their antennae are also sensitive to radio waves, giving Verpine the natural ability to sense and transmit radio waves to communicate with another Verpine in their language over long distances.

Society and Culture

The Verpine people hail from the Roche asteroid field, which is the fractured remnants of their home planet. The Roche live in artificial, self-sustaining environments inside these fragments.\r\n\r\nVerpine culture is oriented around crafting; they are noteworthy manufacturers of weapons, shield generators, armor, as well as personal use items such as breathing apparatuses. They are also gifted pilots.

Names

Verpine had variable naming customs. Not all Verpines adopt surnames. Male and female Verpine names do not differentiate.

  First Names. Fxz'et, Kuli, Moegid, Ss's, Zix

  Surnames. And'et, Ned'Ix, Ned'lx, Niskooen, Zes'sx","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.

Age. Verpine reach adulthood in their 40's and live an average of 200 years.

Alignment. Verpine's altruistic and generous nature cause them to tend toward the light side, though there are exceptions.

Size. Verpine stand between 6 and 7 feet tall and rarely weigh more than 120 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Crafters. You have proficiency in one tool of your choice.

Hardened Carapace. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.

Tympanic Antennae. You have tremorsense out to 30 feet. You can detect and pinpoint the origin of vibrations within that radius, provided that monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures

Languages. You can speak, read, and write Verpine. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. You can communicate with other Verpine at distances of up to a mile using your antennae.

"},"skinColorOptions":{"value":"Green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or red"},"distinctions":{"value":"Hive-based insectoids, radio wave senses, technological aptitude, hardened carapace, short snouts, and small, toothless mouths"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"80 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Roche asteroid field"},"slanguage":{"value":"Verpine"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Verpine","mode":"=","targetSpecific":false,"id":1,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":6,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.senses","value":"Tremorsense (30 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"verpine","mode":"+","targetSpecific":false,"id":9,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Verpine.webp","effects":[{"_id":"ch1P73CKaCd3Czcy","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Verpine","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.ac.min","value":13,"mode":4,"priority":5},{"key":"data.traits.senses","value":"Tremorsense (30 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"verpine","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Verpine.webp","label":"Verpine","tint":"","transfer":true}]} -{"_id":"F9UuBjGWbhHYruGJ","name":"Clawdite","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

In their natural form, clawdites resemble reptilian humanoids, having evolved from reptomammals. They have sunken cheeks with a narrow nose, a small mouth, large eyes with slit-like pupils, and a thin line that runs down their foreheads, creasing their nose. Clawdites possess an extremely rare ability to change their appearance. They can change the color and texture of their skin and eyes, and even grow hair, to mimic other species, though they cannot add significant physical mass to their bodies.

Society and Culture

By nature, clawdites are quiet and solitary beings, often shunning the company of others unless it benefits them. Due to their nature as shapeshifters, they are often mistrusted by strangers. Consequently, they view the galaxy pragmatically, and are often harsh realists.

Not all clawdites use their shapeshifting abilities due to the pain the transformation causes. These clawdites are often inclined to remain on their homeworld of Zolan, avoiding the company of other species.

On Zolan, clawdites are feared and shunned by the zolanders, who are a deeply religious people, believing that clawdites are impure and sinful. Zolanders force clawdites to live in slums scattered across the planet.

Those clawdites who leave their homeworld tend to gravitate toward professions that celebrate their shapeshifting, such as smuggling, bounty hunting, or espionage.

Names

Clawdite names often have a rolling or hissing quality to them. Surnames are familial, though clawdites rarely use them.

  Male Names. Nuri, Pol, Renneyn, Rosat, Turman

  Female Names. Bargu, Cato, Murna, Sora, Zam

  Surnames. Durra, Noviee, Parasitti, Virten, Wesell

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and one other ability score of your choice increases by 1.

\n

Age. Clawdites reach adulthood in their early teens and live less than a century.

\n

Alignment. Clawdites' pragmatism cause them to tend towards neutral balanced, though there are exceptions.

\n

Size. Clawdites typically stand 5 to 7 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Intimidation, Insight, and Persuasion

\n

Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another species, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.

\n

Unsettling Visage. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

\n

Languages. You can speak, read, and write Galactic Basic, Clawdite, and one more language of your choice. Clawdite is characterized by its rolling sounds paired with hissing sibilants.

"},"skinColorOptions":{"value":"Green to yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow, gold, or blue"},"distinctions":{"value":"Shapechanging capabilities"},"heightAverage":{"value":"4'11\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"95 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Zolan"},"slanguage":{"value":"Clawdite"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Clawdite","mode":"=","targetSpecific":false,"id":1,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":5,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"clawdite","mode":"+","targetSpecific":false,"id":6,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Clawdite.webp","effects":[{"_id":"hd9gJJ4PBwD8kWf5","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Clawdite","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":"2","mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"clawdite","mode":0,"priority":0}],"duration":{},"icon":"systems/sw5e/packs/Icons/Species/Clawdite.webp","label":"Clawdite","transfer":true}]} -{"_id":"FLsdj6ArEumdJ6f9","name":"Balosar","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Physically similar to humans, balosars appear to be sickly and gaunt when compared with the galaxy's most common species due to the heavy pollution of their homeworld. The most striking difference between balosars and humanity is a pair of antennapalps which sprouts from underneath the thick, coarse hair on their skulls. Retractable, these atennapalps allow them to listen into the subsonic range and give the species physical intuition and preternatural reflexes, which members of the Jedi Order sometimes mistook for Force sensitivity. Balosars also possess an acute tolerance for poisonous substances, a byproduct of life on their toxic homeworld.

\n

Society and Culture

\n

Early in its history, the balosar homeworld was overrun by galactic megacorporations eager to exploit the world's lax ecological protection laws. The planet was home to the balo mushroom, a key ingredient in death sticks, one of the galaxy's most infamous narcotics. After its discovery, Balosar was wrought with corruption, addiction, and pollution from the production and usage of death sticks. Since there is little opportunity to flourish on their homeworld, balosars often leave in search of fortune elsewhere. Their natural resistance to the lethal—but not the addictive—effects of the drug encourages some to enter the death stick business.

\n

Names

\n

Balosar names have a slight exotic tinge to them—often because Balosar parents name their children while on a death stick high. Their surnames are familial.

\n

  Male Names. Barin, Elan, Fantes, Zerba

\n

  Female Names. Delaana, Ferrika, Reki, Vetyl

\n

  Surnames. Cher'dak, Mer'darro, Sel'Sabagno

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age. Balosars reach adulthood in their late teens and live about 70 years naturally, though death stick addiction has lead to a general decline in their lifespan.

Alignment. Balosars are notoriously cynical, selfish, and pragmatic, causing most to be neutral dark side. However, there are exceptions.

Size. Balosar stand at an average height of about 5 feet, and weigh about 115 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Keen Hearing. Your antennapalps give you advantage on Wisdom (Perception) checks based on hearing.

Snap Senses. Through your antennapalps, you can sense incoming danger and react accordingly. When you roll for initiative, you can choose to gain advantage on the roll. Alternatively, if you are surprised, you may act normally on your first turn. Once you've used this trait, you can't use it again until you finish a short or long rest.

Spicer. You are proficient in spicer's tools.

Toxin Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Languages. You can speak, read, and write Galactic Basic and Balosur. Balosur is known by its throaty rasps and deep vocalizations, and is considered crude as a written language.

"},"skinColorOptions":{"value":"Pale"},"hairColorOptions":{"value":"Black, blond, orange, brown, white"},"eyeColorOptions":{"value":"Varies"},"distinctions":{"value":"Antennapalps, resistance to toxins"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Balosar"},"slanguage":{"value":"Balosur"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Balosar","mode":"=","targetSpecific":false,"id":1,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":7,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"balosur","mode":"+","targetSpecific":false,"id":9,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.toolProf.value","value":"spice","mode":"+","targetSpecific":false,"id":10,"itemId":"GcPfseXCDeXeu6az","active":false,"_targets":[],"label":"Traits Tool Prof"}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Balosar.webp","effects":[{"_id":"DkWzA7SfsdXIq6aA","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Balosar","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":"2","mode":2,"priority":20},{"key":"data.abilities.cha.value","value":"1","mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"balosur","mode":0,"priority":0},{"key":"data.traits.toolProf.value","value":"spice","mode":0,"priority":0}],"duration":{},"icon":"systems/sw5e/packs/Icons/Species/Balosar.webp","label":"Balosar","transfer":true}]} -{"_id":"Fds0zomk8lXZrgU6","name":"Felucian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Felucians are a tall, bipedal species. Both their arms and legs end in four, large webbed digits with suction-cup fingertips. Springing from the underside of each forearm is a second short arm, ending in three large and agile fingers. A Felucian's head is a thick mass of long flexible tendrils featuring illuminated tips. The eyes and mouth appear as black holes or openings within this mass.

Society and Culture

Felucians are mysterious sentient beings native to the vast fungal swamps and jungles of Felucia. Though Felucia has long been colonized, the native Felucians avoided notice by living deep in the jungle. Such seclusion was easily maintained. Even the hardiest of colonists were loath to brave the perils of the dangerous wilderness without cause.\n\nThe Felucians are an unusual, amphibious species. They are highly adapted to surviving the wilds of their home planet, and fade easily into its confusing mass of plant life. They are equally at home on land or in the water, and they traverse the swamps with ease.\n\nAll Felucians are part of a single, planetwide tribe that is broken down into smaller villages and communities, each one led by shamans and chieftains. These shamans are very strong in the Force, using it to their own ends with incredible skill.

Names

Felucian names are usually two syllables and full of hard consonants. Surnames are a combination of tribe lineage.

  Male Names. Gokkuul, Kargrek, Hagark, Ruggorn

  Female Names. Lakko, Taarell, Duuna, Frula

  Surnames. s'Gokuul, d'Lakko, s'Kargrek, d'Frula","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

\n

Age. Felucians reach adulthood in their late teens and live less than a century.

\n

Alignment. Felucians' connection to the Living Force causes them to tend toward the light side, though there are exceptions.

\n

Size. Felucians typically stand over 6 feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Force Sensitive. You know the burst at-will Force power. When you reach 3rd level, you can cast the beast trick Force power once per day. When you reach 5th level, you can also cast the plant surge Force power once per day. Wisdom is your forcecasting ability for these powers.

\n

Amphibious. You can breathe air and water.

\n

Stealthy. You are proficient in the Stealth skill.

\n

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

\n

Languages. You can speak, read, and write Galactic Basic, Felucianese, and one more language of your choice. Felucianese is characterized by guttural, whisper-like vowels, interspersed with hard clicks.

"},"skinColorOptions":{"value":"Gray, with blue, red, or yellow markings"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Extra limb at elbow, innate Force-sensitivity"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"165 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Felucia"},"slanguage":{"value":"Felucianese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Felucian","mode":"=","targetSpecific":false,"id":1,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"felucianese","mode":"+","targetSpecific":false,"id":8,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Felucian.webp","effects":[{"_id":"0sYjEeYfNqJnGDdC","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Felucian","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"felucianese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Felucian.webp","label":"Felucian","tint":"","transfer":true}]} -{"_id":"Gjq6RTuElEIF6FZl","name":"Kubaz","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Kubaz are distinctive for their short, prehensile facial snouts which were used for reaching insects within their hives. They have adapted to their sun-scorched, vegetation-deprived world by learning to survive off their world's native insect population. Filled with two rows of teeth for gnashing their food, the Kubaz trunk also functions as a highly sensitive nose. Due to living on their homeworld of Kubindi—a planet which orbits a blue star—Kubaz are highly sensitive to red wavelengths; when traveling to planets with a red or yellow star, Kubaz are forced to don protective eyewear to avoid damaging their sensitive eyes.

\n

Society and Culture

\n

The Kubazi society is based on a clan structure which dwell in underground nests. Ruled by a queen, each clan takes the name of their queen they are descended from. Developing a non-verbal language of hand gestures which indicated their intentions, Kubaz are able to speak Galactic Basic, though with a strong nasally accent. When interacting with other species, some Kubaz will share certain hand signals with non-Kubaz in order to ease communications. Obsessed with tact and decorum, the Kubaz place a high emphasis on the family unit and proper courtesies, displaying truthfulness to a fault. Valuing art and literature with such vigor as to sometimes practice smuggling of great works, the Kubaz do not find such pursuits to be wrong or unlawful. Due to their diet on Kubindi, the Kubaz have poor relations with sentient insectile species.

\n

Names

\n

Kubaz names are usually dominated by harsher sounds, but some names lean more melodic. Surnames are clan-based.

\n

  Male Names. Shaf, Rizor, Duldril, Kurn, Schnaldiz

\n

  Female Names. Zhanro, Dizi, Tavo, Agoz, Nuzrem

\n

  Surnames. Re, Eadzan, Hai, Khu'nar, Mairvuc, Va

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Kubaz reach adulthood in their early teens and live less than a century.

Alignment. Kubaz' courteous nature causes them to tend toward lawful alignments, though there are exceptions.

Size. Kubaz typically stand 5 to 6 feet tall and weigh around 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Art Obsession. Whenever you make an ability check related to the acquisition or location of art or valuables, you are considered proficient in the check. If you would already be proficient, you instead have expertise.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Deft Hand. You have proficiency in one of the following skills: Deception, Sleight of Hand, or Stealth.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Slicer. You have proficiency with the Technology skill and the slicer's kit.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Languages. You can speak, read, and write Galactic Basic and Kubazian. Kubazian is comprised of a unique series of whirring, nasally syllables, causing Kubaz to have a high-pitched accent when speaking other languages.

"},"skinColorOptions":{"value":"Black, dark grey, or dark green"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Prehensile snouts, protective eyewear"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Kubindi"},"slanguage":{"value":"Kubazian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kubaz","mode":"=","targetSpecific":false,"id":1,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Skills Technology"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"kubazian","mode":"+","targetSpecific":false,"id":10,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.toolProf.value","value":"slic","mode":"+","targetSpecific":false,"id":11,"itemId":"CQynRq1eakOfEG2w","active":false,"_targets":[],"label":"Traits Tool Prof"}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Kubaz.webp","effects":[{"_id":"KTMeZ69AIhp6lmIz","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Kubaz","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (120 ft.)","mode":2,"priority":20},{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"kubazian","mode":0,"priority":0},{"key":"data.traits.toolProf.value","value":"slic","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kubaz.webp","label":"Kubaz","tint":"","transfer":true}]} -{"_id":"HGknlHObKCHMFGzm","name":"Pau'an","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Pau'ans have large, sunken black eyes in red eye sockets and jagged, fang-like teeth used for tearing into raw meat, as they are carnivores. The species has pale, wrinkled skin, due to the fact that they lived in the sinkholes of Utapau, giving them limited access to light. These traits cause some to view them as frightening. However, Pau'ans as a society are generally friendly, and are happy to welcome guests to their often overlooked world. Pau'ans have long lifespans, living up to 700 years, much longer than the Utai. This earned them the nickname of \"Ancients\".

Society and Culture

Pau'ans fulfill most of the governmental and administrative duties on Utapau, as the utai do not desire such work, serving as laborers instead. Most pau'ans served as leaders early in their lives, often managing teams of Utai laborers. This gives them experience that will be used later in their lives. Pau'ans are kind leaders, and sympathetic to their subordinates. Each city on Utapau is controlled by a Master of Port Administration, a hereditary title reserved for pau'ans. These administrators are assisted by advisory councils for making important decisions about their city, and each administrator serves on the Utapauan Committee and oversees planetary governance. However, the committee rarely makes crucial decisions, as the cities are able to function on their own most of the time.

Names

Pau'an names are fairly simple, and generally melodic. Surnames are familial.

  Male Names. Kernul, Sivrol, Tar, Vizun, Yal, Zeolbud

  Female Names. Cas, Jevoh, Nesim, Sizil, Ten, Yofan

  Surnames. Gesat, Kluneln, Nom, Vley, Voy, Zet","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

Age. Pau'ans reach adulthood in their 30's and have been known to live up to 700 years old.

Alignment. Pau'ans' commanding presence, yet friendly and kind nature, cause them to tend to be lawful light side, though there are exceptions.

Size. Pau'ans typically stand between 6 and 7 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Authoritative. You have proficiency in Persuasion or Intimidation (your choice).

Cultured. You have proficiency in the Lore skill.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hypersensitive Hearing. Pau'ans possess incredibly receptive hearing, often to their detriment, so you wear special covers on your ears. Whenever you make a Wisdom (Perception) check involving hearing, you are considered to have expertise in the Perception skill, but if your hearing aids are removed, you have disadvantage on saving throws against effects that would deal sonic damage.

Vigilant. You can choose to have advantage on your next Initiative check. Once you use this trait, you can't use it again until you finish a short or long rest.

Languages. You can speak, read, and write Galactic Basic and Utapese. Utapese is characterized by its rigid, yet melodic sound.

"},"skinColorOptions":{"value":"Gray or white"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or silver"},"distinctions":{"value":"Red eye sockets, pinstriped skin, long lifespan, jagged teeth"},"heightAverage":{"value":"5'0\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Utapau"},"slanguage":{"value":"Utapese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Pau'an","mode":"=","targetSpecific":false,"id":1,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"utapese","mode":"+","targetSpecific":false,"id":9,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Pau%27an.webp","effects":[{"_id":"BldeMF2ddbdP09sB","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Pau'an","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.senses","value":"Darkvision (120 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"utapese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Pau%27an.webp","label":"Pau'an","tint":"","transfer":true}]} -{"_id":"HPp7dsA2k2F6rrpJ","name":"Weequay","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Weequays are humanoids with thick, leathery skin that ranges in color from tan to dark brown. Their faces are lipless, with a frill along each of their jowls.

Society and Culture

Weequays have the ability to communicate with members of their own clan through smell by exuding complex pheromones. This pheromonal language can not be understood by any other species, or even by Weequays of another clan. Only Jedi senses can even tell that two Weequay are communicating. Since each Weequay's pheromones are unique, Weequay have no need for a name within their clan. As a result, speech is only a secondary form of communication for Weequay, and they seldom speak a whole sentence, resulting in Humans mistakenly believing the species to be unintelligent.\r\n\r\nMale Weequay often tie their hair into a long braid each year spent away from their homeworld as a tribute to their home. When they returned, they shaved their braids. Weequays serving the Hutts were often very close to their homeworld, and would only have one or two braids. Female Weequay were usually bald, and did not follow this tradition.

Names

Only Weequay who have to live among other clans, or among non-Weequay, take a personal name. Even then, some are simply referred to as \"Weequay\". In Weequay culture, individual identity is much less important than the clan. As long as the clan survives, a single Weequay is expendable. This results in a sometimes brutal culture.

  Male Names. Chublu, Fah, Kreakk, Og-Rollo, Yurrenn

  Female Names. Gila, Qommi, Palsa, Sex, Xelror

  Surnames. Britreg, Dlur, Klanz, Maub, Semu","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.

Age. Weequay reach adulthood in their late teens and live less than a century.

Alignment. Weequay ruthlessness and greed cause them to tend toward chaotic dark side, though there are exceptions.

Size. Weequay typically stand about 6 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Charming. You have proficiency in Deception or Persuasion.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Tanned. You have tough, leathery skin. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

Languages. You can speak, read, and write Galactic Basic and Sriluurian. You can communicate with other Weequay without speaking through use of pheromones. Force attuned individuals can detect the communication but can't understand it.

"},"skinColorOptions":{"value":"Brown, gray, red, or yellow"},"hairColorOptions":{"value":"Black or blond"},"eyeColorOptions":{"value":"Black, gold, or gray"},"distinctions":{"value":"Tough, leathery skin that provided resistance to blasterfire"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Sriluur"},"slanguage":{"value":"Sriluurian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Weequay","mode":"=","targetSpecific":false,"id":1,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"+","targetSpecific":false,"id":7,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"sriluurian","mode":"+","targetSpecific":false,"id":9,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Weequay.webp","effects":[{"_id":"wsSPpwrkO8w3mi04","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Weequay","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.ac.min","value":13,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"sriluurian","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Weequay.webp","label":"Weequay","tint":"","transfer":true}]} -{"_id":"Hu7do9uesrgCMtcU","name":"Dug","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Dugs are slender, powerfully built beings with a somewhat humanoid build and a unique method of walking that hailed from the high gravity world Malastare. Their primary means of locomotion is their strong arms, and their lower limbs and feet were used for grappling and other fine motor manipulation. They hardly ever walk on their lower limbs. Although most Dugs may walk on all four limbs, others like to use their strong arms as legs and their feet as hands like they would normally do.

Society and Culture

Due to their oppression under their Gran rulers who colonized Malastare, many Dugs often feel the need to throw around their strength in bids to establish dominance. As a result, they are known for their ill-tempered demeanor, and many are bullying thugs.\r\n\r\nOn their homeworld of Malastare, the vast majority of Dugs are little more than laborers toiling for the enrichment of the Gran. With the species excluded from much of the power and money on Malastare, many Dugs turn to swoop racing or bounty hunting as their only means to achieve fame and fortune. In all other areas, the Dugs are exploited.

Names

Dug names are often 3 syllables long, mostly through big sounds rather than harsh tones. There are harsher tones in their names as well though, often in the forms of x's and k's. Female Dugs have softer names, but no one would call them beautiful. Surnames are usually passed down through family or clan.

  Male Names. Bawugri, Gadwouhx, Rorgukwa,

  Female Names. Bosix, Grugne, Jiwous, Pragiba,

  Surnames. Brundaare, Gninsaidi, Kedwir, Randaine","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.

Age. Dugs reach adulthood in their early teens and live an average of 75 years. Their violent nature often leads to violent ends.

Alignment. Dugs' angry nature causes them to tend toward the dark side, though there are exceptions.

Size. Dugs typically stand between 3 and 4 feet tall. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Courageous. You have advantage on saving throws against being frightened.

Fisticuffs. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Fury of the Small. When you damage a creature with an attack or a power and the creature's size is larger than yours, you can cause the attack or power to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Menacing. You have proficiency in the Intimidation skill.

Strong and Small. You have a climbing speed of 25 feet.

Powerful Build. You count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Dug.

"},"skinColorOptions":{"value":"Brown, purple, gray, or red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue or yellow"},"distinctions":{"value":"Arms used as legs and legs used as arms"},"heightAverage":{"value":"3'2\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"50 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Malastare"},"slanguage":{"value":"Dug"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Dug","mode":"=","targetSpecific":false,"id":1,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"=","targetSpecific":false,"id":6,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":"=","targetSpecific":false,"id":7,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"dug","mode":"+","targetSpecific":false,"id":9,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Dug.webp","effects":[{"_id":"ZXNTACyNdeD1Y7ui","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Dug","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":5},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":5},{"key":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"dug","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Dug.webp","label":"Dug","tint":"","transfer":true}]} -{"_id":"I8hNCRhXjGKdIRQd","name":"Rodian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The rodians are green-skinned humanoids from the planet Rodia. They possess distinctive faces: large, round, multifaceted eyes; tapir-like snouts; and a pair of saucer-shaped antennae on their heads, which served to detect vibrations. The flexible snouts augmented the rodians' finely tuned olfactory senses, collecting and filtering the air. Their characteristically large eyes indicated a primarily nocturnal ancestry and were capable of seeing into the infrared part of the spectrum. Due to their love of fighting and active lifestyles, most rodians kept in good condition, normally lean and wiry; however, some wealthy rodians became complacent and obese.

\n

Society and Culture

\n

Rodian culture is obsessed with violence and death, due to behaviors and practices that are ingrained since their earliest ancestry. Their densely packed jungle homeworld is ill-suited for agriculture, requiring rodians to compete with vicious predators for most of their food, some of which can wipe out entire rodian villages. As the rodians developed cunning hunting tactics to survive, the hunt became central to their culture. Eventually, having driven most of the other predators on the planet to near extinction, they began to hunt each other in various wars and gladiatorial contests.

\n

Names

\n

Female names tend to be longer than male names. Surnames are familial.

\n

  Male Names. Dagon, Dwedd, Gweym, Steech, Xeep

\n

  Female Names. Heebmu, Iissi, Teezle, Whunam

\n

  Surnames. Bluchosso, Encekserr, Gieeseaagg

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

\n

Age. Rodians reach adulthood in their late teens and live less than a century.

\n

Alignment. Rodian culture's violent focus causes them to tend toward the dark side, though there are exceptions.

\n

Size. Rodians typically stand 5 to 6 feet tall and weigh 160 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Adept Climbers. You have a climbing speed of 30 feet.

\n

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Hunter. You are proficient in Survival and Stealth.

\n

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

\n

Languages. You can speak, read, and write Galactic Basic and Rodese. Rodians can communicate with each other using pheromones. Force-sensitives can detect this communication, though they can't understand it.

"},"skinColorOptions":{"value":"Blue, green, purple, turquoise, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue, black, green, purple, or red"},"distinctions":{"value":"Large and round pupil-less eyes, snouts, pointed ears, antennae, scaled and usually green skin"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Rodia"},"slanguage":{"value":"Rodese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Rodian","mode":"=","targetSpecific":false,"id":1,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":"=","targetSpecific":false,"id":6,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":9,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rodese","mode":"+","targetSpecific":false,"id":11,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Rodian.webp","effects":[{"_id":"FUiWLoJwaDtoE4pp","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Rodian","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"rodese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Rodian.webp","label":"Rodian","tint":"","transfer":true}]} -{"_id":"IPYHZqFMtkAJvukq","name":"Sullustan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

A diminutive species of near-humans, Sullustans bear round, tapered skulls. Sullustans are distinguishable for their almond-shaped black eyes, facial jowls called dewflaps and large, round ears. Their wide earlobes provide excellent hearing, and their large eyes provide exceptional low-light vision. Due to their relative lack of exposure to natural light, Sullustans begin to suffer from corneal defects after 30 standard years. Many choose to wear special visors to prevent further damage. Some Sullustans tattoo their heads as a form of individual expression.

\n

Society and Culture

\n

Sullustans are outgoing and mercantile, friendly and pragmatic. As a species they are altogether lacking in xenophobia. Though fond of practical jokes and extremely shrewd in their business dealings, they are eager to explore and travel the galaxy. Inquisitive by nature, some have described Sullustans as reckless, especially for their preference to learn and discover whenever possible through personal experience. Sullustans organize themselves into familial units known as Warren-clans. Each clan consists of one polyandrous female, several husbands, and their young. Unmated females, known as \"Fems,\" are active members of their communities until they reach breeding status, called \"Ready,\" when they choose their mates.

\n

Names

\n

Male names are typically longer than female names. Surnames are based on Warren-clan.

\n

  Male Names. Duedt, Oshror, Partheen, Throthinnitz
  Female Names. Asulu, Eldo, Tri, Vo, We
  Surnames. Frovarr, Jeard, Plonr, Tsah, Vhiibb

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

Age. Sullustan reach adulthood in their late teens and live less than a century.

Alignment. Sullustans' outgoing and friendly nature cause them to tend toward the light side, though there are exceptions.

Size. Sullustans typically stand 4 and a half to 5 feet tall and weigh around 120 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Mercantile. Whenever you make a Charisma (Persuasion) check related to conducting business, you are considered to have expertise in the Persuasion skill.

Pilot. You have proficiency in Piloting.

Languages. You can speak, read, and write Galactic Basic, Sullustese, and one more language of your choice. Sullustese is characterized as a robust language in business, and as such is commonly learned by professional merchants.

"},"skinColorOptions":{"value":"Gray, pink, or light green"},"hairColorOptions":{"value":"Brown"},"eyeColorOptions":{"value":"Black or brown"},"distinctions":{"value":"Large ears, scarns, ultra-sensitive hearing, jet-black eyes, two flaps of jowls around their cheeks"},"heightAverage":{"value":"3'11\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Sullust"},"slanguage":{"value":"Sullustese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Sullustan","mode":"=","targetSpecific":false,"id":1,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Skills Piloting"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"sullustese","mode":"+","targetSpecific":false,"id":9,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Sullustan.webp","effects":[{"_id":"NSowTSCKpURLCCPz","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Sullustan","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.pil.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"sullustese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Sullustan.webp","label":"Sullustan","tint":"","transfer":true}]} -{"_id":"ItxosdHkHW7TaV7g","name":"Pyke","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A sentient species, the pykes are humanoid, although slimmer and taller than most humans. They have two long, lanky legs, and two arms that end in three-fingered hands. Their heads are large and elongated, with a tapered skull and an undersized face, a feature which some other species find unsettling. Pykes had two narrow, almond-shaped eyes which could be magenta or blue in color.

Society and Culture

Pykes hail from Oba Diah, a terrestrial planet marked by obsidian cliffs. Visitors to Oba Diah view both the population and terrain as unwelcoming. The pyke homeworld serves as the headquarters of the Pyke Syndicate, a criminal dealership within the Spice Cartel that operates in the criminal underworld distributing spice, an illicit substance harvested by slaves in the spice mines of the planet Kessel. To deliver spice to their customers, such as crime families on Coruscant, the Pyke Syndicate relies on smugglers and freighter captains to complete the dangerous Kessel Run. The Pyke Syndicate almost completely controls the production of raw spice in the galaxy, while maintaining tentative alliances with other criminal organizations throughout the galaxy, such as the Black Sun and the Crimson Dawn.

Names

Pyke names are often influenced by naming conventions of other species, with their rarely-used surnames being familial.

  Male Names. Dor, Eife, Qalo, Thok, Zret

  Female Names. Gali, Taela, Shethni, Vent, Zeeren

  Surnames. Kemtol, Nek, Pyke, Safet, Welkor ","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.

Age. Pykes reach adulthood in their late teens and live less than a century.

Alignment. Due to their underhanded nature, Pykes tend toward the dark side, though there are exceptions.

Size. Pykes typically stand 6 to 6 and a half feet tall and generally weigh about 155 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Mercantile. You have proficiency in one of the following skills of your choice: Deception, Persuasion, or Intimidation.

Notorious Slavers. Whenever you make an ability check related to the buying, selling, or controlling of slaves, you are considered proficient in the check. If you would already be proficient, you instead have expertise.

Spicer. You are proficient in spicer's kit.

Languages. You can speak, read, and write Galactic Basic and Pyke. The Pyke language is characterized by its multisyllable grunts.

"},"skinColorOptions":{"value":"Gray or green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue, magenta, or purple"},"distinctions":{"value":"Elongated, tapered skull with an undersized face"},"heightAverage":{"value":"5'2\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Oba Diah"},"slanguage":{"value":"Pyke"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Pyke","mode":"=","targetSpecific":false,"id":1,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"pyke","mode":"+","targetSpecific":false,"id":8,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.toolProf.value","value":"spice","mode":"+","targetSpecific":false,"id":9,"itemId":"PZ4DzYK4FOjbAInS","active":false,"_targets":[],"label":"Traits Tool Prof"}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Pyke.webp","effects":[{"_id":"wixQFe7jP8tKTN3Q","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Pyke","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"pyke","mode":0,"priority":0},{"key":"data.traits.toolProf.value","value":"spice","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Pyke.webp","label":"Pyke","tint":"","transfer":true}]} -{"_id":"J1SdNT4wlTuf0jeV","name":"Ardennian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Ardennians are sentient humanoid simians hailing from the tropical paradise of Ardennia. They are covered in fur from head to their wrists and ankles, with brown and grey being the most common fur colors. Ardennians sport four arms and prehensile feet. All six of their limbs are equally dexterous.

\n

Society and Culture

\n

The Ardennian people themselves are a friendly communal species that are well known for welcoming visitors and inviting newcomers to traditional feasts and dances on the sandy beaches of Ardennia. Rural Ardiennan's live in modern tree-villages in the thick, dim jungle canopy on the majority of the islands. Ground level accommodations are available for off world visitors even in the smaller villages. Most off-worlders stay in the large modern resort complexes which boast having miles of private beaches or in the modern cities. Several large cities exist, scattered around the world, which typically encompass an entire island or a series of smaller islands joined together.

\n

Ardennia's distance from the main hyperlanes makes it one of the lesser-known vacation destinations, but it's a popular one for those who don't mind the extra travel time. Some affluent visitors prefer the solitude that Ardennia offers, and occasionally end up purchasing one of the smaller islands to build their own home. Ardennia is notable for having the most beach per square meter in the galaxy.

\n

Names

\n

Ardennians' names are typically concise and rarely more than two syllables, with a familal surname.

\n

  Male Names. Rio, Jakar, Hul, Lup, Quil, Jerno

\n

  Female Names. Rac, Bras, Nuc, Kua, Karta, Sanya

\n

  Surnames. Betal, Durant, Jabut, Karon, Rambuan

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age. Ardennians reach adulthood in their late teens and live less than a century.

Alignment. Ardennians' peaceful nature causes them to tend toward the light side, though there are exceptions.

Size. Ardennians typically stand 4 to 4 and a half feet tall and weigh around 60 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Four-Armed. Ardennians have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Jungle Dweller. Growing up in the tree-villages of Ardennia has left an impact. You don't treat jungle terrain as difficult terrain.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Prehensile Feet. You have supreme control over your feet and can use them to manipulate objects as well as your hands.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Treeclimber. You have a climbing speed of 25 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

Languages. You can speak, read, and write Galactic Basic and Ardennian. Ardennian has a bubbly, energizing tone to it.

"},"skinColorOptions":{"value":"Brown or black"},"hairColorOptions":{"value":"Brown to gray"},"eyeColorOptions":{"value":"Brown or black"},"distinctions":{"value":"Four arms, fur-covered, prehensile feet"},"heightAverage":{"value":"3'2\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"50 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Ardennia"},"slanguage":{"value":"Adrennian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Ardennian","mode":"=","targetSpecific":false,"id":1,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"ardennian","mode":"+","targetSpecific":false,"id":9,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Ardennian.webp","effects":[{"_id":"abUBIqj4EjIoc7yP","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Ardennian","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":"2","mode":2,"priority":20},{"key":"data.abilities.cha.value","value":"1","mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"ardennian","mode":0,"priority":0}],"duration":{},"icon":"systems/sw5e/packs/Icons/Species/Ardennian.webp","label":"Ardennian","transfer":true}]} -{"_id":"J1TpSh87GNNbODSD","name":"Iktotchi","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Iktotchi do not have hair, but rather they had a very resistant skin which protected them from the violent winds which crossed the satellite. Both males and females have down-curved cranial horns, which gave them an aggressive aspect. The males' horns are generally a little larger, a remnant from their mountain-dwelling, caprinaen ancestors. The horns are able to regenerate if damaged.

Society and Culture

The Iktotchi are a fiercely guarded and isolationist species - vaunted for their ability to hide their feelings and bury any semblance of emotion. Originating on the harsh, windy moon of Iktotch, which orbits the planet Iktotchon in the Expansion Region, the Iktotch are gifted with precognition, and are courted as often by Jedi as by pirates for their skills.\r\n\r\nIktotchi society is a stratified society. Upward mobility is both possible and encouraged. Iktotchi are an outwardly dispassionate people, which is evidenced by their culture. They have a robust legal system, and suffer little crime. Iktotchi are respectful of cultures other than their own and can easily integrate with others.\r\n\r\nIktotchi who distinguish themselves often earn a titular nickname, by which they are referred to in place of their name. Generally, this is done by accomplishing a remarkable feat that benefits the Iktotchi as whole.

Names

Iktotchi names are generally two syllables. Surnames are familial. Respected Iktotchi often adopt a nickname, which they use in place of their birth name.

  Male Names. Dilnam, Imruth, Kashkil, Yellam

  Female Names. Kemkal, Onyeth, Reshu, Zorlu

  Surnames. Hevil, Kaawi, Mimir, Nudaal, Zelend","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1.

Age. Iktotchi reach adulthood in their late teens and live less than a century.

Alignment. Iktotchi are lawful and tend toward the light side, though there are exceptions.

Size. Iktotchi typically stand between 5 and 6 feet tall and weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Precognition. You can see brief fragments of the future, that allow you to turn failures into successes. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.

Horns. Your horns are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d6 + your Strength modifier.

Pilot. You have proficiency in the Piloting skill.

Languages. You can speak, read, and write Galactic Basic and Iktotchese.

"},"skinColorOptions":{"value":"Pink"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Horns, precognition, telepathy, thick pink skin"},"heightAverage":{"value":"4'11\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Iktotch, moon of Iktotchon"},"slanguage":{"value":"Iktotchese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Iktotchi","mode":"=","targetSpecific":false,"id":1,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"iktotchese","mode":"+","targetSpecific":false,"id":8,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":"+","targetSpecific":false,"id":9,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Iktotchi.webp","effects":[{"_id":"MAjUMql3tivJTfVO","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Iktotchi","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.pil.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"iktotchese","mode":0,"priority":0},{"key":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Iktotchi.webp","label":"Iktotchi","tint":"","transfer":true}]} -{"_id":"JSedMznxmJ0oxLEC","name":"Zeltron","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Zeltrons are one of the few near-human species that differentiated from the baseline stock enough to be considered a new species of the Human genus, rather than simply a subspecies. They possess two biological traits of note. The first is that they all produce potent pheromones, similar to the Falleen species, which enhanced their attractiveness and likeability. The second is a limited telepathic ability, used to project emotions onto others, as well as allowing them to read and even feel the emotions of others; some Zeltrons have been hired by the Exchange for this ability. Because of their telepathic ability, positive emotions such as happiness, love and pleasure are very important to them, while negative ones such as anger, fear, or depression are shunned.

Society and Culture

Zeltron culture is highly influenced by sexuality and the pursuit of pleasure in general. Most of their art and literature is devoted to the subject, producing some of the raciest pieces in the galaxy. Zeltrons are known to dress in wildly colorful or revealing attire. It's common to see Zeltrons wearing shockingly bright shades of neon colors in wildly designed bikinis, or nearly skin tight clothing of other sorts with bizarre color designs, patterns, and symbols.

Names

Zeltron names often have an air of mystique to them, to evoke sensuality. For a Zeltron, a beautiful face is nothing without an equally beautiful name. It's not uncommon for a Zeltron to forsake their familial surname in favor of a more attractive-sounding one.

  Male Names. Marruc, Bahb, Rahulh, Demagol

  Female Names. Lyshaa, Dani, Vianna, Chantique

  Surnames. D'Pow, Blue, Duare, Sapphire","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.

Age. Zeltron reach adulthood in their late teens and live about 80 years.

Alignment. Zeltron are a deeply sensual, hedonistic species, causing them to tend toward chaotic balanced or dark side alignments, though there are exceptions.

Size. Zeltron tend to be slender and statuesque, typically standing between 5 and 6 feet tall and rarely weighing more than 150 lb. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Charismatic. You have proficiency with Deception or Persuasion (your choice).

Enthralling Pheromones. You can use your pheromones to influence individuals of both sexes. Whenever you roll a 1 on a Charisma (Persuasion) check, you can reroll the die and must use the new roll. Additionally, once per short or long rest, you can treat a d20 roll of 9 or lower on a Charisma check as a 10. This feature has no effect on droids or constructs.

Natural Empathy. Zeltron's limited telepathy allow them to sense mood shifts in those around them. You have advantage on Wisdom (Insight) checks to determine emotions against humanoids and beasts within 10 feet of you.

Two Livered. Zeltron have two livers, which makes them adept at filtering toxins. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Languages. You can speak, read, and write Galactic Basic and one language of your choice.

"},"skinColorOptions":{"value":"Light pink to deep crimson"},"hairColorOptions":{"value":"Blue, brown, pink, or red"},"eyeColorOptions":{"value":"Hazel, silver, amber"},"distinctions":{"value":"Capable of producing powerful pheromones"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Zeltros"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Zeltron","mode":"=","targetSpecific":false,"id":1,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":6,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Zeltron.webp","effects":[{"_id":"67J2jENh3a5uydk3","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Zeltron","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Zeltron.webp","label":"Zeltron","tint":"","transfer":true}]} -{"_id":"Jd2GxYyKaNqjCZi3","name":"Gamorrean","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Although a typical Gamorrean is squat, green, and heavily built not all shared these characteristics. Most Gamorreans have a dark greenish coloration over a large portion of their bodies; however skin coloration does vary, particularly among females, with light skinned and two-toned pigmentation not uncommon. Black, brown, pinkish yellow, and even a rare white pigmentation are possible. Males tended to have less skin variation and had a greater tendency towards dark green skin perhaps because of their higher exposure to the radiation of the Gamorr Star. Eye coloration varied evenly between gold-yellow, blue, black and brown. The Gamorreans generally put no importance on skin or eye coloration although there were some superstitions linked to certain markings.

Society and Culture

Gamorreans are organized into clans ruled by a male warlord and his wife, who was the most powerful of the clan matrons. While the warlord and his boars are solely concerned with preparing and participating in battle with rival clans, the matrons of the clan performed all the productive work including farming, hunting, manufacturing, and running businesses. Since the amount of available arable land on Gamorr is scarce, clans often lay claim to the same piece of land, and they spend their time fighting over possession.

Names

Gamorrean names are very gutteral and rough. Male names are typically one syllable while females are two. Surnames are based on clan affiliation rather than family.

  Male Names. Ark, Blarrp, Blubrak, Cuab, Shos

  Female Names. Dabrisz, Mernoos, Ogreb, Tagorq

  Surnames. Doofnarq, Griks, Lurc, Poogmokk","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Gamorreans reach adulthood in their early teens and live no more than 70 years.

Alignment. Gamorrean culture causes them to tend toward chaos, though there are exceptions.

Size. Gamorreans typically stand between 5 and 6 feet tall and weigh up to 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Gamorrean Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Additionally, you have advantage on Constitution saving throws.

Gamorrean Weaponry. You have proficiency with the vibroaxe, vibromace, and vibrosword.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Languages. You can speak, read, and write Gamorrese. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. Gamorrese is characterized by its grunts and squeals, and its writing is a crude, pictographic style.

"},"skinColorOptions":{"value":"Black, brown, green, pink, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue, black, brown, or gold"},"distinctions":{"value":"Porcine humanoids with tusks and horns"},"heightAverage":{"value":"4'10\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"150 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Gamorr"},"slanguage":{"value":"Gamorrese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gamorrean","mode":"=","targetSpecific":false,"id":1,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibroaxe","mode":"+","targetSpecific":false,"id":6,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibromace","mode":"+","targetSpecific":false,"id":7,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrosword","mode":"+","targetSpecific":false,"id":8,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"gamorrese","mode":"+","targetSpecific":false,"id":10,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Gamorrean.webp","effects":[{"_id":"teRJPynVl1RXWsN8","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Gamorrean","mode":5,"priority":5},{"key":"data.abilities.str.value","value":"2","mode":2,"priority":20},{"key":"data.abilities.con.value","value":"1","mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.weaponProf.custom","value":"vibroaxe","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibromace","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibrosword","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"gamorrese","mode":0,"priority":0}],"duration":{},"icon":"systems/sw5e/packs/Icons/Species/Gamorrean.webp","label":"Gamorrean","transfer":true}]} -{"_id":"KBHYZtLs1Ks9rFpP","name":"Ithorian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Ithorians have two mouths and four throats, allowing them to speak in stereo. Female Ithorians have two humps on the back of their head, while males have only one. They have glossy, usually brown flesh. Their reflexes and coordination are somewhat slower than that of average humanoids.\r\n\r\nIn addition to allowing them to speak their unique stereophonic language, the Ithorians' four throats also have the ability to violently expel air, resulting in a deafening and potentially concussive scream. Despite this fact, most Ithorians go their entire lives without ever resorting to violence, and so the ability remained relatively ambiguous.

Society and Culture

Ithorians worship the \"Mother Jungle,\" a spiritual entity embodying the lush, tropical ecology of their world, Ithor. They are generally devoted environmentalists, staunch herbivores, and complete pacifists, devoting much time to contemplating their ecology, studying plants and their uses and the overall respecting of all living things. Most Ithorians never set foot on their own planet, instead living in floating cities above their world called herdships. Only three of their continents have been explored and harvested, the other two never having been touched by Ithorian hands. They demonstrate extreme belief in the protection and sustaining of their environment as dictated by their \"Law of Life.\"

Names

Ithorian names are quite varied in length but most names are soft and melodic. They are often difficult to prounounce by other species, so many Ithorians adopt nicknames.

  Male Names. Del, Gizorthej, Pexxocl, Steorthibs

  Female Names. Binshe, Dhu'sha, Mul, Slosh, Vlo

  Surnames. Afleehl, Crukid, Tondand, Wamunn","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.

Age. Ithorians reach adulthood in their late teens and live an average of 85 years.

Alignment. Ithorians tend toward the light side, though there are exceptions.

Size. Shorter Ithorians stand around 6 feet while taller reach over 7 and a half. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hold Breath. Ithorians have a great lung capacity and can hold their breath for up to 15 minutes at a time.

Sonic Resistance. Ithorians have resistance to sonic damage.

Sonic Scream. You can use your action to violently expell air in a 15-foot cone. When you do so, each creature in the area of the exhalation must make a Wisdom saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. A creature takes 2d6 sonic damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 17th level. This ability has no effect on constructs.

Languages. You can speak, read, and Ithorese . You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.

"},"skinColorOptions":{"value":"Brown, dark red or green"},"hairColorOptions":{"value":"Brown, gray, or white"},"eyeColorOptions":{"value":"Black or blue"},"distinctions":{"value":"Curved neck, two mouths, aural flaps, locomotion tubes, throat sack"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"135 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Ithor"},"slanguage":{"value":"Ithorese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ithorian","mode":"=","targetSpecific":false,"id":1,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.dr.value","value":"Sonic","mode":"+","targetSpecific":false,"id":6,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"ithorese","mode":"+","targetSpecific":false,"id":8,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Ithorian.webp","effects":[{"_id":"JaGRpRTJPdMx0P4C","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Ithorian","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.dr.value","value":"acid","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"ithorese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Ithorian.webp","label":"Ithorian","tint":"","transfer":true}]} -{"_id":"KMbDB6cUneupJ0kw","name":"Jawa","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Jawas are easily identifiable by their traditional brown hooded robes, though it is not unheard of for them to wear other colors. Other notable features included their glowing yellow eyes, small stature and high pitched, quickly spoken language called Jawaese. Underneath their robes, jawas appear to be gaunt, rodent-like creatures, with shrunken faces and yellow eyes.

Society and Culture

Jawas are a communal, compulsive scavenger species who spend most of their life devoted to scavenging the deserts of Tatooine in search of any scrap metal, droid or mechanical part left behind from millennia of star travel and technological advancement. Most non-jawas regard the jawas as scavengers and thieves, a description that most jawas actually find pleasing.

The jawa's unofficial motto is not to look for uses in a salvaged item, but rather to imagine someone else who might find a use for it. This is evidenced in their endless search for wares with which to trade with almost any being jawas encounter. They have an instinctive feel for machinery and electronics, notorious for knowing how to get a piece of equipment functioning just well enough to sell.

Names

Jawa names are quickly spoken, complex, and often misunderstood. Jawas who spend the majority of their time around other species respond well to nicknames. Male and female names do not significantly deviate. Surnames are clan based.

  Male Names. Bilvu, Mnak, Penk, Plin, Vih

  Female Names. Bahimos, Kola, Levu, Rhovi, Uvet

  Surnames. Kkejenem, M'avoe, Tjoteelt, Wiamoel

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

\n

Age. Jawas are considered adults when they make their first sale and live less than a century.

\n

Alignment. Jawas tendency to steal and swindle causes them to tend towards the dark side, though there are exceptions.

\n

Size. Jawas stand around 3 to 4 feet tall and weigh about 40 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

\n

Tech Dabbler. You know the ion blast at-will tech power. When you reach 3rd level, you can cast the repair droid tech power once per day. When you reach 5th level, you can also cast the hold droid tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

\n

Thieves. You have proficiency in Sleight of Hand.

\n

Tinker. You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, cause a small electrical fire. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Jawaese. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. Jawaese blends quickly spoken, semi-meaningless syllables with scents to be understood.

"},"skinColorOptions":{"value":"Black"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Diminutive stature, mechanical aptitude, thieving nature"},"heightAverage":{"value":"2'9\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Tatooine"},"slanguage":{"value":"Jawaese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Jawa","mode":"=","targetSpecific":false,"id":1,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.slt.value","value":"1","mode":"=","targetSpecific":false,"id":7,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Skills Sleight of Hand"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"jawaese","mode":"+","targetSpecific":false,"id":9,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Jawa.webp","effects":[{"_id":"7xmo1x6YCPktrmG7","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Jawa","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.slt.value","value":1,"mode":4,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"jawaese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Jawa.webp","label":"Jawa","tint":"","transfer":true}]} -{"_id":"Kmloql13bK29DwDC","name":"Pa'lowick","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The pa'lowick are a species of humanoid amphibians who live in the coastal salt marshes of Lowick. They have compact but rotund midsections that top a pair of long, spindly legs ending in anisodactylic feet—three toes pointing forward, one back. This configuration, combined with their powerful lungs, enabled them to swim. The most prominent feature of pa'lowick physiology is their prehensile snout, which ends in a pair of pouty, human-like lips. Pa'lowick are also born with sharp tusks, which some lose by middle age.

\n

Society and Culture

\n

Pa'lowick live in large, independent communities with a feudal system of government. Many pa'lowick become fishers or hunters, as their biology allows. Songs and stories are the most treasured aspect of pa'lowick culture. Pa'lowick music runs the gamut of genres and subjects, although religious music is particularly common. Cultural heritage, such as history, genealogy, and parables, is largely passed down orally. Every Pa'lowick community has a dedicated storyteller; the esteem afforded this individual makes the position a coveted one. Large lungs make the Pa'lowick hearty singers and affords at least some members of the species the ability to scream loudly and disarm opponents in combat.

\n

Names

\n

Pa'lowick names tend to grow longer as the family tree grows older, with each generation adding a few syllables they are fond of.

\n

  Male Names. Loran, Jelanto, Neeamesh, Samoos

\n

  Female Names. Larisselle, Rensilla, Sy, Tripika

\n

  Surnames. Chatrunis, Dym, Geeci, Snootles

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age. Pa'lowick reach adulthood in their late teens and live about 75 years.

Alignment. Pa'lowick enjoy a raucous good time, causing them to tend toward chaotic light side, though there are exceptions.

Size. Pa'lowick stand about 5 feet tall, and weigh approximately 100 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hold Breath. Pa'lowick have a great lung capacity and can hold their breath for up to 15 minutes at a time.

Proud Performer. Pa'lowick are best known for the energy they can bring to a singing performance. Whenever you make a Charisma (Performance) check involving singing, you are considered to have expertise in the Performance skill.

Snout. You have supreme control over your snout and can use it to manipulate objects as well as your hands. Additionally, your snout is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d4 + your Strength modifier kinetic damage.

Sonic Scream. You can use your action to violently expel air in a 15-foot cone. When you do so, each creature in the area of the exhalation must make a Wisdom saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. A creature takes 2d6 sonic damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 17th level. This ability has no effect on constructs. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain one use of this feature when you finish a long rest.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Lowickese. Lowickese requires the user to purse their lips and blow air, and is considered amusing by other species.

"},"skinColorOptions":{"value":"Generally tan and greenish hues"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Green, blue, gray, red-orange"},"distinctions":{"value":"Long snout, bulbous body on thin legs"},"heightAverage":{"value":"4'6\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"65 lbs."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Lowick"},"slanguage":{"value":"Lowickese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Pa'lowick","mode":"=","targetSpecific":false,"id":1,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"=","targetSpecific":false,"id":6,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"lowickese","mode":"+","targetSpecific":false,"id":8,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Pa%27lowick.webp","effects":[{"_id":"DOEcD2uiPDNcMRRg","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Pa'lowick","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"lowickese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Pa%27lowick.webp","label":"Pa'lowick","tint":"","transfer":true}]} -{"_id":"MWFxtQCMBc3jup1g","name":"Draethos","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Draethos possess large teeth, which grow outside of their mouths. Coupled with their lack of lips, this leads to the appearance of an overbite. Their scaly skin ranged in color from blue to purple to black. Their hands retain an interstitial web between the fingers. Their fingers end in narrow tips which resemble claws. They possess low-light vision, springing from their cave-dwelling ancestors.\r\n\r\nDraethos possess a limited telepathy, granting the ability to communicate with any sentient being. The ability is limited to communication; a Draethos can not invade the thoughts of others.

Society and Culture

Partly due to their long lives, Draethos society was slow to evolve and relies heavily on tradition. The Draethos' culture is warrior-based, and those living on the homeworld are expected to demonstrate their martial or hunting prowess. Life on Draethos is harsh, with arrogant aristocrats squabbling among one another for social standing and wealth. Warriors are perpetually in high demand as gladiators, mercenaries, hunters, and soldiers. Those who make a conscious decision to abandon the way of the warrior are exiled to seek a new life among aliens. Consequently, despite their reputation as fierce combatants, most Draethos encountered offworld are peaceful and intellectual.

Names

Due to their lack of lips, Draethos names typically lack hard consonants. Surnames are familial.

  Male Names. Odan, Gyeto, Hurl, Jan, Talon

  Female Names. Gillen, Teria, Kat'h, Yul, Aswe

  Surnames. Urr, Slyter, Qelu'tlapa, Ayahu, Jek","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1.

Age. Draethos reach adulthood around their late teens and live up to 800 years.

Alignment. Draethos tend toward no particular alignment. The best and worst are found among them.

Size. Draethos typically stand between 6 and 7 feet tall and weigh around 190 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Way of the Warrior. You have proficiency with light and medium armor as well as vibroblades and vibroswords.

Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.

Languages. You can speak, read, and write Galactic Basic and Draethos. Draethos is characterized by its flurry of cacophonous sighs and clicks.

"},"skinColorOptions":{"value":"Grey, pink, blue, purple, black"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, brown, red"},"distinctions":{"value":"Four fingers, large teeth, telepathy, long life spans"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Draethos"},"slanguage":{"value":"Draethos"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Draethos","mode":"+","targetSpecific":false,"id":1,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":7,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":8,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibroblades","mode":"+","targetSpecific":false,"id":9,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibroswords","mode":"+","targetSpecific":false,"id":10,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":"+","targetSpecific":false,"id":11,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":12,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"draethos","mode":"+","targetSpecific":false,"id":13,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Draethos.webp","effects":[{"_id":"DaTT7sarcU9c5FXa","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Draethos","mode":2,"priority":20},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":0,"priority":0},{"key":"data.traits.armorProf.value","value":"med","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibroblades","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibroswords","mode":0,"priority":0},{"key":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"draethos","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Draethos.webp","label":"Draethos","tint":"","transfer":true}]} -{"_id":"MeyHudiUEttT3lbs","name":"Aleena","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Aleena are short, reptilian bipeds with large eyes and wide mouths full of small, sharp teeth. Aleena's bodies are long compared to their short arms and stubby legs. Warm-blooded reptiles, they possess exceptional reflexes as well as a fast metabolism which allow them to convert food into energy very rapidly in order to escape predators on their harsh home planet.

\n

Society and Culture

\n

Aleena are social and tend to thrive best in with close-knit teams if not with their own kind. They develop strong loyalties to friends and protect those they care about fiercely. Due to their inborn curiosity, the aleena are stereotypically galactic travelers, tourists in every sense. This, combined with their strong dedication to their relatives, results in aleena families traveling even to most unusual and dangerous locations just to see its sights. The appearance of aleena family walking through an intergalactic metropolis is a common sight on many planets. The aleena's love of sports and particularly, adventure and thrill sports, draw many into the galactic community. Most who enter professional classes are experts or diplomats.

\n

Aleena settlements are small, and most individuals are part of a single lineage, or tahiko. The chief of each tahiko leads the community and represents their wishes to the planetary advisory body. The advisory body elects a king to govern the planet. This indivisdual is generally revered as a religious figure tasked with officiating at all religious ceremonies.

\n

Names

\n

Aleena names are generally short and guttural, with longer names being saved for royalty. Surnames are based on their tahiko or tribal lineage.

\n

  Male Names. Batts, Gratz, Wakka, Zakan, Zetts

\n

  Female Names. Arkei, Harza, Sutci, Tsuon, Yenn

\n

  Surnames. Anares, Kylar, Ors, Practes, Targae

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

\n

Age. Aleena reach adulthood in their late teens and live to be about 80.

\n

Alignment. Aleena's benevolent yet curious nature causes them to tend toward chaotic light side, though there are exceptions.

\n

Size. Aleena typically stand 2 and a half to 3 feet tall and generally weigh about 35 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Bite. Your sharp teeth are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d4 + your Strength modifier. Additionally, as a bonus action, you can perform a special bite attack. On a hit, the target suffers the attack's normal effects, you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.

\n

Cosmopolitan. You have proficiency in Lore.

\n

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

\n

Nimbleness. You can move through the space of any creature that is of a size larger than yours.

\n

Racer's Reflexes. Whenever you make a Dexterity ability check, attack roll, or saving throw, you can choose to add 1d4 to the result. You can choose to do this after the check is rolled but before the GM determines if you have passed or failed the check. You cannot do so again until you complete a short or long rest.

\n

Undersized. Your small stature makes it hard for you to wield large weapons. You cannot use heavy shields. Additionally, you cannot use martial weapons with the two-handed property unless it also has the light property, and, if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Galactic Basic and Aleena. Aleena is characterized by its use of short syllables and energetic movements to convey urgency and emotion.

"},"skinColorOptions":{"value":"Blue, gray, purple, tan"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue"},"distinctions":{"value":"Short stature, scaly skin, crested head"},"heightAverage":{"value":"2'1\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Aleen"},"slanguage":{"value":"Aleena"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Aleena","mode":"+","targetSpecific":false,"id":1,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"aleena","mode":"+","targetSpecific":false,"id":8,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Traits Language"}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Aleena.webp","effects":[{"_id":"UCJDsDHBIg6vcQ2j","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Aleena","mode":5,"priority":20},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"aleena","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Aleena.webp","label":"Aleena","tint":"","transfer":true}]} -{"_id":"MwFmitcVaUqDkfE5","name":"Besalisk","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Male Besalisks' heads sported prominent crests and four arms hung at their sides; females of the species could have as many as eight arms, but like Humans had a primary hand and a limited range of functionality with the others. The addition of the extra appendages required a hearty metabolism, and these bulky beings were able to store food and water for many days, and if the need arose, they could survive for long periods without either. Scruffy sensory whiskers lined the area below their noses, just above the robust wattle most adult Besalisks possessed.

\n

Society and Culture

\n

Because of Ojom's harsh environment, large cities were never developed on the world; instead small communes of about a thousand families claim territories around the world and are each led by an elected leader. The communes have a strict policy of keeping the size of their groupings equal to avoid conflict. When too many families grow in one area, the leader would ask certain families to break away and start a new community on another glacier. While not involved in galactic politics and because they do not produce any of their own technology, the Besalisks established large orbital space stations where offworlders could come to do business. Any violence on these stations is committed by offworlders as Besalisks avoid confrontation and focus on trading and making deals.

\n

Names

\n

Besalisk names are generally words that embody them, with a surname attached to their commune.

\n

  Male Names. Darius, Dexter, Plun, Pong

\n

  Female Names. Delia, Mora, Ren, Teen

\n

  Surnames. Jettster, Kil, Krell, Ugg

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Age. Besalisks reach adulthood in their early teens and generally live to be about 70.

Alignment. Besalisks tend toward no particular alignment. The best and worst are found among them.

Size. Besalisks tower over almost all other species, with the smallest standing at 6 feet tall and weighing 200 lbs., and the largest approaching 8 feet tall and 400 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Four-Armed. Besalisks have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages. You can speak, read, and write Galactic Basic and Besalisk.

"},"skinColorOptions":{"value":"Brown or green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Bony headcrest, four arms, inflatable wattle"},"heightAverage":{"value":"6'0\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"175 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Ojom"},"slanguage":{"value":"Besalisk"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Besalisk","mode":"=","targetSpecific":false,"id":1,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"besalisk","mode":"+","targetSpecific":false,"id":7,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Besalisk.webp","effects":[{"_id":"Z2nTY93aynxgDvrZ","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Besalisk","mode":5,"priority":5},{"key":"data.abilities.str.value","value":"2","mode":2,"priority":20},{"key":"data.abilities.wis.value","value":"1","mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"besalisk","mode":0,"priority":0}],"duration":{},"icon":"systems/sw5e/packs/Icons/Species/Besalisk.webp","label":"Besalisk","transfer":true}]} -{"_id":"NozhYlrC9USKAn5n","name":"Noghri","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Noghri are a primitive humanoid species hailed from the planet Honoghr with steely gray-blue skin that are renowned assassins. A natural gift for stealth and hand-to-hand combat, Noghri are efficient killing machines with their rending claws and strong olfactory sense that can often determine familial lineage. Their smaller size belies their ruthlessness and potent hunting skills.

Society and Culture

Noghri culture relies heavily on honor, with society being clan-based, revolving around the Dukha, a community center in each village. The greatest strength of the Noghri stems from their loyalty and secrecy; when a Noghri takes a job, they always fulfill it, even if it would result in their death. As such, they make exceptional, albeit expensive bodyguards.\r\n\r\nNoghri are loathe to fight with weapons larger than small daggers, believing combat to be a personal celebration to be sullied by use of heavier weapons. As such, it is rare (though not impossible) to see a Noghri wielding a weapon larger than their forearm.\r\n\r\nEach Noghri clan village centers around the Dukha, with each clan being led by a Dynast. The Dukha is inhabited by the clan's Maitrakh, who functions as the storyteller, spiritual leader, and lore keep of the clan.

Names

Noghri names vary from short to long, with female names being typically softer. Surnames are clan-based.

  Male Names. Cakhmaim, Ezrakh, Khabarakh, Rukh

  Female Names. Cilnaas, Edvir, Kahr'corvh, Meewalh

  Surnames. Bakh'tor, Eikh'mir, Hakh'khar, Khim'bar","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Strength score increases by 1.

Age. Noghri reach adulthood in their late teens and live less than a century.

Alignment. Noghri's honorable society causes them to tend toward a lawful alignment, though there are exceptions.

Size. Noghri typically stand about 5 feet tall and weigh around 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hunter. You are proficient in Survival and Stealth.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Powerful Leap. If you jump at least 10 feet in a straight line before hitting with a melee weapon attack, you can attempt to shove the target prone as part of the same attack. Once you use this trait, you can't use it again until you finish a short or long rest.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Honorghran. Honorghran is characterized by its scratchy, gutteral sounds.

"},"skinColorOptions":{"value":"Bluish-gray"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Brown"},"distinctions":{"value":"Advanced olfactory senses, claws, hunting prowess."},"heightAverage":{"value":"4'5\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Honoghr"},"slanguage":{"value":"Honoghran"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Noghri","mode":"=","targetSpecific":false,"id":1,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"honoghran","mode":"+","targetSpecific":false,"id":9,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Noghri.webp","effects":[{"_id":"osToSGRyw3lDaFpz","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Noghri","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"honoghran","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Noghri.webp","label":"Noghri","tint":"","transfer":true}]} -{"_id":"OdjOKSh6X96jZUtd","name":"Trandoshan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Trandoshans are a large, bipedal sentient species, with scaly skin which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Each of their four limbs ends in three razor sharp claws. These are perfect for combat, but did not grant them manual dexterity, making a trandoshan's finger movements somewhat clumsy and awkward.

Society and Culture

Trandoshans worship their goddess, the Scorekeeper, whom they would appease through acts which increased their Jagannath points. This is done by living a lifestyle which was, by non-trandoshan standards, overtly aggressive, leading many trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prize wookiee pelts, which consequently play a large part in earning Jagannath points-capturing the pelts of particularly infamous wookiees would give the hunter a large increase in Jagganath points. To be shamed or captured during a hunt would zero one's Jagganath points-effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

Names

Trandoshan names are quite harsh and contain a lot of elongated sounds, as well as a lot of s's. Differences between male and female names are often very subtle, but there is a higher chance for female names to contain softer sounds.

  Male Names. Bossk, Tshyrrng, Varrsk, Wuikkekss

  Female Names. Aksa, Idwiks, Kluks, Mezuus, Shokss

  Surnames. Dallosss, Druc, Groqisch, Hsac, Nausdot","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Age. Trandoshans reach adulthood in their early teens and rarely live to be older than 70.

Alignment. Trandoshans tend toward the dark side, though there are exceptions.

Size. Trandoshans stand as tall as 7 and a half feet and can weigh over 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hold Breath. You can hold your breath for up to 15 minutes at a time.

Regenerative. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.

Saving Face. Trandoshans are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

Languages. You can speak, read, and write Galactic Basic and Dosh. Dosh is characterized by its harsh grunts, hisses and growls, and its written form that used alphabetic glyphs.

"},"skinColorOptions":{"value":"Green, yellow, brown, orange, red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow, orange"},"distinctions":{"value":"Reptilian, scaly skin, regenerative properties"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Trandosha"},"slanguage":{"value":"Dosh"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Trandoshan","mode":"=","targetSpecific":false,"id":1,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"dosh","mode":"+","targetSpecific":false,"id":7,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Trandoshan.webp","effects":[{"_id":"cGgWnQNhESjlOFmW","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Trandoshan","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"dosh","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Trandoshan.webp","label":"Trandoshan","tint":"","transfer":true}]} -{"_id":"OnTyonwuborXrYND","name":"Neimoidian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Neimoidians are distant genetic relatives of the duros and retain many similarities to them, including basic form, noseless faces, and green-blue skin (though neimoidians tend to be grayer). Their eyes also have pupils that split horizontally, and they are distinguished by small lumps on their foreheads and down-turned mouths. Instead of noses, they have olfactory glands underneath their eyes. These genetic differences are attributed to the distinct features of their homeworld, Neimoidia, including its gravity, which is markedly heavier than duro.

Society and Culture

Neimoidians spend their formative years as puny grubs in the communal hives of Neimoidia, until the age of seven standard years. They are knowingly neglected by being given limited amounts of food. This way, the weaker individuals are weeded out, while the most acquisitive grubs hoard more food than they can eat by themselves. Neimoidian education ensures the survival of the greediest. Neimoidians place tremendous value on wealth and material possessions, and would go to great lengths to gain money and power. This has resulted in a stereotype of neimoidians being greedy and cowardly. While not all neimoidians are easily intimidated, many prefer to avoid direct combat.

Names

Neimoidian names are usually short and easy to pronounce, to make them more memorable to other species that approach them as consumers. Their surnames are familial.

  Male Names. Lok, Gap, Krinit, Mar, Nute

  Female Names. Bu, Fia, Feza, Vissi

  Surnames. Dod, How, Kethe, Preelli, Tuuk ","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.

Age. Neimoidians reach adulthood in their 20s and live about 150 years.

Alignment. Neimoidians' greedy nature causes them to tend toward the dark side, though there are exceptions.

Size. Neimoidians typically stand around 6 feet tall and generally weigh about 135 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Smooth Talker. You have proficiency in Deception and Persuasion.

Wealthy. During character creation, you start with additional credits equal to your level x your proficiency bonus x 1,000 cr.

Languages. You can speak, read, and write Galactic Basic and Pak Pak. Pak Pak is often considered an elegant-sounding language by those who hear it. It consists of husky sighs and guttural ululations.

"},"skinColorOptions":{"value":"Green-gray"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Dark red or pink"},"distinctions":{"value":"Horizontal pupils, noseless"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Neimoidia"},"slanguage":{"value":"Pak Pak"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Neimoidian","mode":"=","targetSpecific":false,"id":1,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.dec.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Skills Deception"},{"modSpecKey":"data.skills.per.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Skills Persuasion"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"pakpak","mode":"+","targetSpecific":false,"id":10,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Neimoidian.webp","effects":[{"_id":"E7qqfFWMBQ7OcQ4y","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Neimoidian","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.dec.value","value":1,"mode":4,"priority":20},{"key":"data.skills.per.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"pakpak","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Neimoidian.webp","label":"Neimoidian","tint":"","transfer":true}]} -{"_id":"P4PLZDxUpK4bYPcH","name":"Thisspiasian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Thisspiasians are easily recognized by their abundant beards and their long tails, which often reach over six feet. These tails are very strong and are commonly used to carry large objects. When meditating or at rest, a thisspiasian will coil their tail beneath their torso, reducing their height by several feet. They also possess four arms, with the upper set being stronger and larger. Each of their four hands have five fingers, and each finger is tipped with a long, sturdy claw. It is thought unsophisticated or unseemly by upper-class thisspiasians to have the bottom two visible in public, so they are generally hidden from sight via larger garments, with the smaller limbs sometimes even bound to their bodies. Thisspiasians need very little sleep to function normally, resting for only two hours a day, with brief meditative moments scattered throughout the day to refocus.

Society and Culture

Thisspiasian culture is one of proud warriors who keep their emotions well-concealed and their rages checked. Many outsiders see only a thisspiasian's outward facade of tranquility, and to most being it seems as if thisspiasians existed in a sea of calm. This is far from the truth, however, as they are in truth a very passionate species below the surface. A thisspiasian who doesn't meditate as often as they should will often be prone to otherwise atypical emotional outbursts.\r\n\r\nThisspias is ruled by a hereditary leader called the Blood Monarch. Due to their seemingly archaic ruling structure, thisspiasians are often considered out-of-touch.

Names

Thisspiasian names typically are composed of two similar sounding syllables. Surnames are familial.

  First Names. Annak, Effed, Emmet, Gorro, Koto

  Surnames. Albarn, Braibel, Kirsingr, Raledurn","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1.

Age. Thisspiasians reach adulthood in their 20s and often live more than a century.

Alignment. Thisspiasians' emotional composure causes them to tend toward lawful alignments, though there are exceptions.

Size. Thisspiasians typically stand 5 to 6 and a half feet tall and generally weigh about 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Thisspiasians have long claws. You are proficient with your claws, which deal 1d4 kinetic damage on a hit.

Cultured. You have proficiency in the Lore skill.

Four-Armed. Thisspiasians have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Inscrutable. Your calm demeanor and control make you hard to read. Wisdom (Insight) checks made against you have disadvantage, and you have advantage on any saving throw against an effect that would read your thoughts.

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

Trance. Thisspiasians only require 2 hours of sleep a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Galactic Basic and Thisspiasian. Thisspiasian is a complex language characterized by its interlocking sentences and heavy use of sibilants.

"},"skinColorOptions":{"value":"Pale to green"},"hairColorOptions":{"value":"Black, blond, brown, grey, or white (with age)"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Four arms, serpentine, large beards"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"250 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Thisspias"},"slanguage":{"value":"Thisspiasian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Thisspiasian","mode":"=","targetSpecific":false,"id":1,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"thisspiasian","mode":"+","targetSpecific":false,"id":8,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Thisspiasian.webp","effects":[{"_id":"4WoMle31KAvAHxvk","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Thisspiasian","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"thisspiasian","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Thisspiasian.webp","label":"Thisspiasian","tint":"","transfer":true}]} -{"_id":"Qy6kCMCZrhXYomQN","name":"Esh-Kha","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Esh-kha are a gray-skinned humanoid species with equine features, including muzzles and digitigrade legs. They also have small black eyes. 

\n

Society and Culture

\n

In terms of society, their race's culture resembles that of a hive society though each individual retain their own thoughts and aspirations yet all being bred for a specific role that they were eager to fulfill. A caste system is present amongst the esh-kha which included Force-sensitive simple minded savants, more numerous skilled determined warriors that watched over them and finally the patriarchs that acted as leaders who provided their wisdom as well as decisions to their entire people. Esh-kha appear to outsiders as a savage violent species that care only for the destruction of all other races. This hatred for other sentient species is believed to had stemmed from their tightly-knit hive-like society. It is suspected that the esh-kha are simply unable to tolerate or even adapt to the existence of thinking of outsiders who only suffered their wrath. Their race only turns violent against one another in the most extreme of circumstances.

\n

Names

\n

Whilst their kind are individuals, esh-kha are not named at birth but instead earn their names through their actions. An esh-kha that displayed great skill in battle could be called \"Swift Blade\", or maybe \"Deadly Cutter\" or some other such name. It is believed that this partly explained an esh-kha's zeal in battle with young warriors seeking not only victory but an opportunity to lay claim to a name and forge their own identity. Esh-kha do not use surnames, as they believe they are one family.

\n

  Names. Bleeding Yell, Dormant Heart, Blue Survivor, Ancient Cull, Sharp Grip, Running Sun, Flame Walker

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength or Wisdom score increases by 2, and your Constitution score increases by 1.

\n

Age. Esh-kha reach adulthood in their early teens and live less than a century.

\n

Alignment. The esh-kha's stubborn and racially-centric mindsets cause them to tend toward lawful balanced, though there are exceptions.

\n

Size. Esh-kha typically stand 6 to 6 and a half feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. 

\n

Force-Sensitive. You know your choice of the turbulence, Force disarm, or slow at-will force powers. Your forcecasting ability is Wisdom or Charisma (depending on power alignment). 

\n

Inquisitive. You have proficiency in the Investigation skill. 

\n

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

\n

Skill Versatility. You gain proficiency in one skill of your choice.

\n

Weapon Training. You have proficiency in two vibroweapons or blasters of your choice.

\n

Languages. You can speak, read, and write Galactic Basic and Kharan. Kharan contains many metaphorical expressions when translated to Galactic Basic. The language has many comparisons to music and singing, such as a galactic government being compared to a chorus.

"},"skinColorOptions":{"value":"Gray or tan"},"hairColorOptions":{"value":"Gray"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Horizontal head protrusions"},"heightAverage":{"value":"5'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Unknown, Belsavis (adopted)"},"slanguage":{"value":"Kharan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Esh-kha","mode":"=","targetSpecific":false,"id":1,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.inv.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Skills Investigation"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"kharan","mode":"+","targetSpecific":false,"id":8,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Esh-Kha.webp","effects":[{"_id":"aUdPMqzH9ntC1KQB","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Esh-kha","mode":5,"priority":5},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.inv.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"kharan","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Esh-Kha.webp","label":"Esh-Kha","tint":"","transfer":true}]} -{"_id":"R6vKa6xVoFx3Xlc9","name":"Cerean","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Cereans' enlarged skulls, extending above their foreheads, house complex binary brains, provided with sufficient blood by an extra heart in their heads. The binary structure of Cerean thinking helps them to ponder two sides of an issue at once. It also enables them to process information and solve problems rapidly and provides a highly advanced capacity for concentration and meditation. Because of their thoughtful nature, they tend to be calm, rational and analytical, preferring peaceful philosophies and a lifestyle which works in harmony with nature. Though the quick-thinking Cereans have equally quick reflexes, they are commonly not as well coordinated as humans.

\n

Society and Culture

\n

Cereans developed a low-tech society on their homeworld and prefer to live in isolation from the wider galaxy. Preserving the natural beauty of Cerea, the planet is home to many Outsider Citadels where it is permissible to use offworld technology, though it could not be removed from the Citadel. Meditation is a core part of a Cerean's daily rituals, with many employing specially-forged kasha crystals as a focusing tool. By focusing one's thoughts while in contact with such crystals, distractions are eliminated, creating an exceptional meditation environment. Cerean Jedi sometimes incorporate these crystals into their lightsabers, providing great focus, even during intense physical combat.

\n

Names

\n

Cerean male first names are often hyphenated, while females are not. Surnames are familial.

\n

  Male Names. Ji-Cheelia, Ki-Adi, Pick-toh, Sauli-Fanz

\n

  Female Names. Dreash, Kilniavy, Melm, Rharoth

\n

  Surnames. Codux, Emkom, Kyureft, Lonnik, Mundi

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.

Age. Cereans reach adulthood in their late teens and live less than a century.

Alignment. Cereans' altruistic nature causes them to tend toward the light side, though there are exceptions.

Size. Cereans typically stand between 6 and 7 feet tall and weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Intuitive Initiative. You can choose to reroll Initiative checks, but you must use the new roll.

Closed Mind. Cereans have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.

Perceptive. You have proficiency in Perception.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Trance. Cereans don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Galactic Basic and Cerean.

"},"skinColorOptions":{"value":"Light tones"},"hairColorOptions":{"value":"Blond, brown, or white (usually with age)"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Cone-like skull, binary brain"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Cerea"},"slanguage":{"value":"Cerean"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Cerean","mode":"=","targetSpecific":false,"id":1,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.prc.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Skills Perception"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"cerean","mode":"+","targetSpecific":false,"id":8,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Cerean.webp","effects":[{"_id":"BhqpYkxEEUvVs0Z2","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Cerean","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.prc.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"cerean","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Cerean.webp","label":"Cerean","tint":"","transfer":true}]} -{"_id":"SXH7ppVPG6mbgTgH","name":"Quarren","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Quarren are squid-like with four facial tentacles which protrude from their lower jaw. They have a pair of deep, turquoise eyes and finned hands with suction-tipped fingers. As an amphibious species, they are strong swimmers. They are also bipedal beings that can walk and sit upright. In the two long protrusions that extended from either side of their faces, Quarren have gill-like structures that are actually hearing organs. The Quarren are also capable of spitting out clouds of ink as a defensive measure.

\n

Society and Culture

\n

Quarren are a very self-centered and proud species, almost to the point of being xenophobic, would coincides with their isolationist behavior. Quarren find Humans to be very crude beings and think Galactic Basic to be very cumbersome and unsuitable for speech. The Quarren instead speak their native language more frequently. The Quarren are conservative and practical in their thinking, yet they reminisce more than they look to the future. The Quarren are isolationist, preferring to stay in the depths of the oceans of their homeworld. However, some Quarren make their living in the galaxy as business managers and accountants. The Quarren diligently mine metal ore from the deepest parts of the ocean, where they live deep beneath the waves. Their cities stretch far below the surface.

\n

Names

\n

Quarren names are typically harsh. Male and female names do not significantly deviate. Surnames are familial.

\n

  Names. Bagker, Jujon, Kibkyl, Qiockish, Yuntoz

\n

  Surnames. Chobnek, Geeckol, Nukranx, Tsastanx

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age. Quarren reach adulthood in their late teens and live less than a century.

Alignment. Quarren desire for equal rights causes them to tend toward balanced, though there are exceptions.

Size. Quarren typically stand between 5 and 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Amphibious. You can breathe air and water.

Climb. You have a climbing speed of 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Ink Cloud. You can use your action to expel ink in a 10-foot cone. When you do so, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. On a failed save, a creature is blinded until the end of its next turn. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain one use of this feature when you finish a long rest.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Quarrenese. The Quarrenese language is characterized by its garbled nature that evokes an image of speaking underwater.

"},"skinColorOptions":{"value":"Orange, pink, purple, or red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue or green"},"distinctions":{"value":"Four tentacles that protrude from their jaws, finned or suction-cup tipped fingers, able to spit out clouds of ink in defense"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Mon Cala"},"slanguage":{"value":"Quarrenese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Quarren","mode":"=","targetSpecific":false,"id":1,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"quarrenese","mode":"+","targetSpecific":false,"id":10,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Quarren.webp","effects":[{"_id":"IS0m3cc1VZFBsy2j","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Quarren","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":2,"priority":20},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":2,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"quarrenese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Quarren.webp","label":"Quarren","tint":"","transfer":true}]} -{"_id":"StGq0JexcXdP14rC","name":"Twi'lek","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Twi'leks are usually thin, although corpulent individuals were known to exist. Twi'leks are omnivores; this diet is essential given that food is scarce on their homeworld, Ryloth. Twi'leks possess multiple stomachs, an unusual trait that enables them to eat almost any food. When traveling off their homeworld, twi'leks rarely refused food, which frequently leads to obesity among starfarers. Twi'lek society also associates obesity as a sign of affluence and success.

\n

Society and Culture

\n

The natural grace and exotic beauty of the female twi'leks make them a popular target among slave traders. Slavery is the main currency of Ryloth. Some see it as a chance to make money by kidnapping or selling orphaned children, while others see slavery as a way of saving children from growing up in Ryloth's harsh environment. A number of twi'leks believe that slavery is an efficient way to proliferate their species and preserve their culture, as the twi'leks lack their own means of inter-planetary travel. Regardless of how it came about, many twi'leks live as slaves or entertainers and are considered status symbols, especially the females of rarer skin hues. Twi'leks that manage to escape from captivity usually turned to a life of thievery or prostitution, with both genders making use of their powers of seduction.

\n

Names

\n

Twi'lek names combine their first name and a clan name into a single name, rather than having a separate surname.

\n

  Male Names. Ecrizsati, Gaj'mogos, Ukelweko

\n

  Female Names. Arag'mure, Oanicfuba, Unaecripi

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Twi'leks reach adulthood in their late teens and live less than a century.

Alignment. Twi'leks harsh upbringing cause them to tend toward the dark side, though there are exceptions.

Size. Twi'leks stand between 5 and 7 feet tall and weigh up to 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Elegant Dancers. You have proficiency with the Performance skill.

Natural Antitoxins. You have advantage on saving throws against poison and disease, and you have resistance against poison damage (explained in Chapter 9).

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Twi'leki. You can communicate non-verbally with other twi'leks through a complex language of subtle head-tail motions.

"},"skinColorOptions":{"value":"Blue, brown, dark grey, green, orange, pink, purple, red, tan, teal, white, yellow, or striped"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, blue, brown, green, hazel, orange, pink, purple, or yellow"},"distinctions":{"value":"Lekku, sharp claw-like nails, males often file their teeth to points"},"heightAverage":{"value":"5'3\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"125 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Ryloth"},"slanguage":{"value":"Twi'leki"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Twi'lek","mode":"=","targetSpecific":false,"id":1,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.prf.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Skills Performance"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":8,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"twi'leki","mode":"+","targetSpecific":false,"id":10,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Twi_lek.webp","effects":[{"_id":"v6ifgRQtYJRSYhEh","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Twi'lek","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.prf.value","value":1,"mode":4,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"twi'leki","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Twi_lek.webp","label":"Twi'lek","tint":"","transfer":true}]} -{"_id":"TFrj7iVecepailNm","name":"Herglic","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The herglic are a massive race of creatures descended from aquatic mammals, breathing though a blowhole on top of their heads. They are tall and wide, and have smooth, hairless skin that ranged in color from pale blue to black, though some rare individuals may appear pink or have white markings on their sides. Their girth tends to leave them feeling out of place among smaller species; herglic tend to take up two chairs or fill the entire doorway of any establishment they enter that does not cater to beings their size.

Society and Culture

The herglics are very technologically advanced, developing space flight and hyperdrives and colonizing their sector of the galaxy prior to the formation of the Galactic Republic. Natural explorers and traders, they sailed the cosmos establishing crucial trade routes and gaining prestige. Despite their size, herglic are surprisingly dexterous while working with tools, and are some of the finest engineers in the galaxy. \r\n\r\nHerglics have an inquisitive but practical nature, enjoying travel and having exotic experiences. Their perpetually calm demeanor helps them interact with most other species peacefully, though when dealing with smaller species, herglics tend to become nervous and self-conscious about their proportions. They also seem to have an innate predeliction for gambling and games of chance, which have gotten more than one herglic into trouble on several occasions.

Names

Male names are typically harsher sounding than female names. Herglics rarely use surnames.

  Male Names. Biglu, Melchi, Sehvorah

  Female Names. Mahg-Raet, Seese, Uddn","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1.

Age. Herglic reach adulthood in their late teens and live up to 120 years.

Alignment. Herglics' gentle nature causes them to tend toward the light side, though there are exceptions.

Size. Herglic stand between 6 and 8 feet tall and weigh up to 600 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hold Breath. You can hold your breath for up to 1 hour at a time.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Swim. You have a swimming speed of 30 feet.

Technician. You are proficient in the Technology skill.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Languages. You can speak, read, and write Galactic Basic and Herglese. Herglese has a clear and commanding cadence, drawing the attention of those who hear it.

"},"skinColorOptions":{"value":"Black, gray, pale blue, pale pink"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Aquatic organs, massive size"},"heightAverage":{"value":"6'0\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"200 lb."},"weightRollMod":{"value":"x(2d8) lb."},"homeworld":{"value":"Giju"},"slanguage":{"value":"Herglese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Herglic","mode":"=","targetSpecific":false,"id":1,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"herglese","mode":"+","targetSpecific":false,"id":9,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Herglic.webp","effects":[{"_id":"YD22dYhkmmoTaN4S","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Herglic","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":2,"priority":20},{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"herglese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Herglic.webp","label":"Herglic","tint":"","transfer":true}]} -{"_id":"TgDW7AxuVGsLnBC6","name":"Chironian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The chironian lower body has four legs, similar to that of a horse, and each ends in a dainty, cloven hoof. A chironian can sit down by folding his or her horse-like legs underneath the body. Chironians can also kick backward with both hind legs; this strong kick is sufficient to knock over other beings. A chironian's pace can vary between a walk, a canter, and a gallop.

\n

Each year, chironian heads grows two horns above the temples. These horns start as small knobs covered by red-furred velvet: a vascular tissue. Once the knobs have grown sufficiently, they break through the velvet naturally, emerging as transparent horns, as bright as diamond, cool to the touch and with smooth ridges. However, if the velvet is cut artificially, chironians can die from the injury. Over time, the horns grow long and sharp enough that adolescent chironians can use them to gore opponents.

\n

Society and Culture

\n

Chironians express emotions through the mannerisms of their hooves: when impatient, they stamp them; when excited, they tap them in a quick dance, or canter in a spot. The centauriforms frequently shake their heads and manes, and when angry, their faces flush a deeper shade. Young chironians, when frightened, are known to rub or press their velvet-covered horns against the foreheads of other beings to whom they are emotionally close.

\n

Names

\n

Chironian names are soft and melodic, despite the thick nature of their native language. Important family names are passed down through generations. They don't use surnames.

\n

  Male Names. Jefin, Slaturn, Cinall, Leathes

\n

  Female Names. Olachi, Luna, Sinall, Trespen

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

\n

Age. Chironians reach adulthood in their late teens and live less than a century.

\n

Alignment. Chironians tend toward no particular alignment. The best and worst are found among them.

\n

Size. Chironians typically stand 6 to 8 feet tall and generally weigh about 600 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 40 feet.

\n

Cultured. You have proficiency in the Lore skill.

\n

Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. Additionally, any climb that requires hands and feet is especially difficult for you because of your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. Finally, a Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount.

\n

Hooves and Horns. Your hooves (and depending on your age, horns) are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.

\n

Powerful Charge. If you move at least 10 feet in a straight line before hitting with a melee weapon attack, you can attempt to shove the target prone as part of the same attack. Once you use this trait, you can't use it again until you finish a short or long rest.

\n

Languages. You can speak, read, and write Galactic Basic and Chironan. Chironan is characterized by its soft, melodic sounds.

"},"skinColorOptions":{"value":"Brown, gold, or red"},"hairColorOptions":{"value":"Black, brown, gold, or red"},"eyeColorOptions":{"value":"Red to gold"},"distinctions":{"value":"Two transparent horns, centauriform"},"heightAverage":{"value":"6'0\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"450 lb."},"weightRollMod":{"value":"x(2d8) lb."},"homeworld":{"value":"Chiron"},"slanguage":{"value":"Chironan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Chironian","mode":"=","targetSpecific":false,"id":1,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"40","mode":"=","targetSpecific":false,"id":5,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"chironan","mode":"+","targetSpecific":false,"id":8,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Chironian.webp","effects":[{"_id":"uSpdcXpfTiwyupUD","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Chironian","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":40,"mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"chironan","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Chironian.webp","label":"Chironian","tint":"","transfer":true}]} -{"_id":"TtEsfJc5Z27H9KoL","name":"Gand","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Gand are sentient, stocky humanoids whose insectoid bodies are covered in a chitinous exoskeleton. The natural armor allow the Gand to shrug off injuries that would cripple most other species. The exoskeleton provides extra protection in the clavicle region, which prevented most nerve or pressure-point strikes to the neck and shoulders. In addition, Gands have the remarkable ability to regrow lost limbs. If a Gand is dismembered, it can regrow a lost limb in a few days.

\n

Society and Culture

\n

Gand society places heavy importance on the achievements of an individual and holds that an individual has no name, and thus no worth, until he or she proves otherwise. The speech patterns of Gands utilize third-person self-reference within each level of identity earned. Young or unproven Gands are all called \"Gand,\" as they are considered merely aspects of the same whole. Major accomplishments earn the use of a family surname. Mastering a skill, such as becoming a findsman, allows for the use of the given name, all with third-person self-reference. This manner of speaking is common within the spoken and written Gand language but is more predominant when a Gand speaks Basic; it is often a source of amusement to outsiders.

\n

Names

\n

Until a Gand has earned the use of a name, they go simply by the term \"Gand.\" Gand speak in the third person and refer to themselves by name. Often, when a Gand feels shamed, they will stop referring to themselves by their name and revert to calling themselves \"Gand\" until they prove themselves again. Male and female names are not distinct.

\n

  First Names. C'nyir, Dash, Iglid, Kyuffax, T'rix

\n

  Surname. Diqlu, Krakee, Praafri, Quudya, Zooq

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1.

Age. Gand reach adulthood when they earn their name, which is usually in their teens, and live to be about 70 on average.

Alignment. Gand tend toward no particular alignment. The best and worst are found among them.

Size. Gand stand 4 to 6 feet tall and weigh around 100 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Exoskeleton. You have a thick exoskeleton. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.

Gand Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Lungless. Gand do not have lungs, and therefore do not need to breathe.

Regenerative. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.

Languages. You can speak, read, and write Galactic Basic and Gand. The Gand language does not use pronouns as Gand refer to themselves in the third person, so often Gand who speak Galactic Basic are difficult to understand.

"},"skinColorOptions":{"value":"Varying shades of brown, green, and purple"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Brown, black, green, or silver"},"distinctions":{"value":"Exoskeletons, three-fingered hands"},"heightAverage":{"value":"4'1\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"75 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Gand"},"slanguage":{"value":"Gand"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gand","mode":"=","targetSpecific":false,"id":1,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":6,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":7,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"gand","mode":"+","targetSpecific":false,"id":9,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Gand.webp","effects":[{"_id":"sfGWShWGtQCdHlHC","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Gand","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.ac.min","value":12,"mode":4,"priority":5},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"gand","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Gand.webp","label":"Gand","tint":"","transfer":true}]} -{"_id":"UbArDQU5Xi6M4QZ1","name":"Mon Calamari","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The mon calamari are a bipedal, amphibious species with high-domed heads, webbed hands and large, goggle-like eyes. In addition to being webbed, the mon calamari hand presents three suction-cup like holes on its palm, and featured five claw-tipped fingers: one opposable thumb, two long middle fingers, and two very short outer fingers. Although they are shaped like flippers, their feet can nevertheless fit into boots designed for human-like feet. The females are distinguished from the males by their more prominent chest areas.

Society and Culture

The mon calamari have developed a very advanced and civilized culture. Their art, music, literature, and science show a creativity surpassed by few in the galaxy. Mon calamari literature depicts stars as islands in a galactic sea, showing a passionate longing to explore space and discover other civilizations. Mon Calamari are both soft-spoken and gentle, slow to anger, and have the remarkable ability to maintain their concentration without being distracted by emotional responses. They are both inquisitive and creative, and have a near-legendary quality of being both determined and dedicated; once a mon calamari decides on a course of action, they are not easily swayed from that decision. They often fixate themselves on \"lost causes.\"

Names

Mon calamari names generally have a melodic feel.

  Male Names. Creaz, Fior, Hurneerth, Nurrins, Sielpa

  Female Names. Afwa, Lel, Mhirim, Ri, Theya

  Surnames. Dualda, Gradi, Tua, Valec, Winab

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence or Wisdom score increases by 1.

\n

Age. Mon calamari reach adulthood in their late teens and live less than a century.

\n

Alignment. Mon calamaris' love of the arts cause them to tend toward the light side, though there are exceptions.

\n

Size. Mon calamari stand between 5 and 6 feet tall and rarely weigh more than 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Amphibious. You can breathe air and water.

\n

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Mon Calamari Resistance. You have advantage on saving throws against effects that grant the slowed condition and you have resistance against cold damage (explained in chapter 9).

\n

Musical. You have proficiency in one musical instrument of your choice.

\n

Swim. You have a swimming speed of 30 feet.

\n

Languages. You can speak, read, and write Galactic Basic, Mon Cal, and one language of your choice.

"},"skinColorOptions":{"value":"Reddish brown, brown, red, cyan, mottle, salmon, gold, blue, grey, or white"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow, orange, blue, or gray"},"distinctions":{"value":"Large, goggle-like eyes, high-domed heads, webbed hands"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Mon Cala"},"slanguage":{"value":"Mon Cal"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Mon Calamari","mode":"=","targetSpecific":false,"id":1,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":2,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":3,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":4,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.dr.value","value":"cold","mode":"+","targetSpecific":false,"id":5,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":6,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"moncal","mode":"+","targetSpecific":false,"id":9,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":10,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Mon%20Calamari.webp","effects":[{"_id":"N9qNmjh0vP0dzWIA","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Mon Calamari","mode":5,"priority":5},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"cold","mode":0,"priority":0},{"key":"data.traits.toolProf.value","value":"music","mode":0,"priority":0},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"moncal","mode":0,"priority":0},{"key":"data.abilities.cha.value","value":"2","mode":2,"priority":20}],"duration":{},"icon":"systems/sw5e/packs/Icons/Species/Mon%20Calamari.webp","label":"Mon Calamari","transfer":true}]} -{"_id":"UuwVjc8TV4pJLZuS","name":"Ryn","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Their homeworld long lost from memory and time, the ryn are a humanoid race of musicians, vagabonds and travelers. The ryn's bodies are covered in soft, short fur, with a head of white hair which is matched by a tuft of hair at the end of their long prehensile tails, excellent for grasping things. Very uniquely ryn in nature, are their beak-like noses that contain fluted holes. These holes allow the ryn to play their 'beaks' like flutes. This talent has been used to communicate between ryn and has uniquely been observed in communication with droids.

\n

Society and Culture

\n

Wanderlust consumes the ryn. The ryn are a nomadic species, their original homeworld forgotten, even to them. They cannot abide confinement and constraint, and they itch to move on shortly after they arrive in a new place. Due to their homelessness, musical talent, natural secrecy, and avoidance of written records, ryn developed a nomadic culture and a reputation for confidence games, leaving many species prejudiced against them. In some sectors it is legal to enslave or hunt ryn. Their language is outlawed in many locations, and a large number of ryn women are used as slave breeding stock. They claim that sabaac, the popular card game that took the place of Pazaak in terms of card game prominence, is derived from their use of it as a fortune telling tool in their auguries. These auguries are today favored by hutts, who have a superstitious belief in the card tellings. A peculiar habit is that a ryn cannot sleep in the same location twice.

\n

Names

\n

Ryn names have a very melodic tone, taking cues from many different languages from across the galaxy. Ryn do not use surnames.

\n

  Male Names. Corfat, Dirygat, Garya, Nemagary

\n

  Female Names. Cogesama, Giani, Gypopha, Simeti

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence or Charisma score increases by 2, and your Dexterity score increases by 1.

\n

Age. Ryn reach adulthood in their early teens and live about 80 years.

\n

Alignment. Ryn's superstitious and solitary nature causes them to tend toward balanced alignments, though there are exceptions.

\n

Size. Ryn typically stand 4 and a half to 6 feet tall and generally weigh about 120 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Con Artist. You have proficiency in one gaming set of your choice.

\n

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Divination. Whether through mystical divination or sheer luck, you can turn failures into successes. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

\n

Eternal Nomads. You have proficiency in Lore or Survival (your choice).

\n

Musical. You have proficiency in Performance and one musical instrument of your choice.

\n

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

\n

Languages. You can speak, read, and write Galactic Basic and Ryn. Ryn uses tones and inflections and is easily described as melodious by anyone who hears it. You can communicate with droids and other ryn without using words through the use of your beak.

"},"skinColorOptions":{"value":"Blue, black, green, purple"},"hairColorOptions":{"value":"Light brown to white"},"eyeColorOptions":{"value":"Amber, blue, brown, or green"},"distinctions":{"value":"Long tails, beak-like noses"},"heightAverage":{"value":"4'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"75 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Unknown"},"slanguage":{"value":"Ryn"},"source":"Expanded Content"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Ryn.webp","effects":[{"_id":"XGMDXcDtlSfQQgFZ","flags":{"dae":{"transfer":false}},"changes":[{"key":"data.details.species","value":"Ryn","mode":5,"priority":20},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":20},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"game","mode":0,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.prf.value","value":1,"mode":4,"priority":20},{"key":"data.traits.toolProf.value","value":"music","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"ryn","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Ryn.webp","label":"Ryn","tint":"","transfer":false}]} -{"_id":"V2xyBCIhUUJXxfMV","name":"Lasat","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A humanoid sentient species, Lasats are notable for their impressive height, strength, and agility, with their muscular digitigrade legs enabling them to run faster, jump higher and farther, and move more quietly than humans. Their large finger pads and prehensile toes assist them in climbing. In addition, their large eyes and ears afford them superior sight and hearing over humans. They had the strength to open a powered-down blast door. A height of two meters tall was considered below-average for a Lasat.

Society and Culture

Lasat society is held together by a long-standing oral tradition, featuring clever and stealthy heroes. Within the species, those with fighting skills are highly respected, often being members of the Lasan High Honor Guard, a group of highly trained, highly intelligent warriors sworn to protect their homeworld of Lira San. Bo-rifles are a long-standing tradition in Lasat culture, used exclusively by the Honor Guard of Lasan. The warrior way of the Lasat is the Boosahn Keeraw. When a Lasat is bested by a superior opponent in combat, they would give them their weapon.\n\nFacial hair is an important status symbol in Lasat culture. Those with green eyes and prominent purple stripes are considered to be attractive by others of their species. Juvenile Lasat are noted to climb tree branches.

Names

Lasat names tend to be melodic, with the occasionally harsh tone sprinkled in. Surnames are born by communities within Lasat culture rather than individual families.

  Male Names. Brob, Drim, Krus, Parred, Volares

  Female Names. Denazo, Gume, Hado, Zanisa

  Surnames. Dragarr, Ellias, Krod, Roleb, Vuzan","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.

\n

Age. Lasats reach adulthood in their late teens and live less than a century.

\n

Alignment. Lasat' honorable tendences cause them to tend toward lawful light side, though there are exceptions.

\n

Size. Lasats tower over other species, averaging 7 feet tall and weighing over 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Bo-rifle Training. You have proficiency with blaster rifles and vibrostaffs.

\n

Climbing. You have a climbing speed of 30 feet.

\n

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Keen Hearing and Sight. You have advantage on Wisdom (Perception) checks that rely on hearing or sight.

\n

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

\n

Languages. You can speak, read, and write Galactic Basic and Lasat, a language whose r's are difficult to replicate by most other species.

"},"skinColorOptions":{"value":"Grey or purple"},"hairColorOptions":{"value":"Purple or grey (with age)"},"eyeColorOptions":{"value":"Green"},"distinctions":{"value":"Impressive height, strength, and agility"},"heightAverage":{"value":"6'0\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"160 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Lira San"},"slanguage":{"value":"Lasat"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Lasat","mode":"=","targetSpecific":false,"id":1,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.weaponProf.custom","value":"blaster rifles","mode":"+","targetSpecific":false,"id":6,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrostaffs","mode":"+","targetSpecific":false,"id":7,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":9,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"lasat","mode":"+","targetSpecific":false,"id":11,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Lasat.webp","effects":[{"_id":"W5MLBoopu6UEzuac","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Lasat","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.weaponProf.custom","value":"blaster rifles","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibrostaffs","mode":0,"priority":0},{"key":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":2,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"lasat","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Lasat.webp","label":"Lasat","tint":"","transfer":true}]} -{"_id":"Vsvu2aGlB0XtipgO","name":"Kushiban","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Kushibans are four-limbed lagomorphs native to the planet Kushibah. They are diminutive, unimposing, and typically weaker than most humanoids, but they are also quite difficult to track due to their natural speed and stealth.\r\n\r\nWhile Kushibans are quadrupeds, their forepaws are as manipulative as traditional hands. While Kushibans can walk on two legs, they typically run around on four feet since they can move significantly faster that way. \r\n\r\nKushibans are inherently cute and fuzzy, and more nefarious species often attempt to take them as slaves. Kushibans are social and do not take well to slavery, and they typically don't live long in solitude or captivity.

Society and Culture

Kushibans live in a simple, peacful society on the non-industrialized, lush green planet of Kushibah in the Outer Rim. Kushibans are typically kind a generous, with a playful sense of humor and a penchant for practical jokes. However, if betrayed or angered, Kushibans can be cruel or vindictive, and they have little patience for bullies, simpletons, and misanthropes.

Names

Kushiban names are a single word combining both their first and familial names.

  Male Names. Cerlyk, Etyk, Mabbik, Tieko, Widdimur

  Female Names. Asani, Pritsi, Sibble, Mirax","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Kushibans reach adulthood at 13 and live less than a century.

Alignment. Kushibans' playful nature causes them to tend toward chaotic light side, though there are exceptions.

Size. Kushibans typically stand 3 and a half to 4 feet tall and weigh around 40 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Nimble Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Stealthy. You are proficient in the Stealth skill.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Kushiban. Kushiban has a bubbly, joyful tone to it.

"},"skinColorOptions":{"value":"White to light gray"},"hairColorOptions":{"value":"Typically white but varies based on mood"},"eyeColorOptions":{"value":"Typically blue, brown, or green"},"distinctions":{"value":"Lagomorph, nimble, resilient"},"heightAverage":{"value":"2'11\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Kushibah"},"slanguage":{"value":"Kushiban"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kushiban","mode":"=","targetSpecific":false,"id":1,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":6,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"kushiban","mode":"+","targetSpecific":false,"id":9,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Kushiban.webp","effects":[{"_id":"rcIMsotffEEZpwXR","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Kushiban","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":5},{"key":"data.attributes.ac.min","value":12,"mode":4,"priority":5},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"kushiban","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kushiban.webp","label":"Kushiban","tint":"","transfer":true}]} -{"_id":"WF9JAPvU8VJNxDOg","name":"Mirialan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Mirialans are a near-human species native to the planet Mirial. They have green to yellow skin and tattoos on their faces. The Mirialans are known for their spirituality and strong connection with the world around them. Mirialans are very flexible and agile, making them fast and formidable foes.

Society and Culture

The Mirialan people are deeply religious and practice a primitive understanding of the Force. They believe each individual's actions contribute to their destiny, building upon past successes and failures to drive them towards their fates. Within their belief system was the view that individual actions ripple through the Force, also affecting the destiny of the species as a whole.\r\n\r\nA Mirialan often places a unique, geometrically repeated tattoo on their face and hands to signify that they have completed a certain test or task, or achieved sufficient aptitude for a certain skill. The number of tattoos often acts as a good indicator of how mature and/or skilled a Mirialan was. Because the more markings brings about a form of status, Mirialan society is stratified and allows the heavily marked citizens to access greater opportunities. Despite its importance, most Mirialans do not know the entirety of the tattoo lexicon due to its complexity. The interaction between placement and positioning of the shapes is incredibly subtle and changes their meaning greatly.

Names

Mirialan names are typically concise and rarely more than two syllables. Surnames are familial.

  Male Names. Boca, Floha, Jemy, Puv, Choqa

  Female Names. Buf, Ches, Kebe, Ovof, Shaqa

  Surnames. Acave, Ishakee, Kefvi, Uflozi, Zoria","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Mirialan reach adulthood in their late teens and live less than a century.

Alignment. Mirialans spiritual tendencies cause them to tend towards the light side, though there are exceptions.

Size. Mirialan typically stand 5 to 6 feet tall and weight 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Spiritual. You have proficiency in Lore. Additionally, you are considered to have expertise in Intelligence (Lore) checks made to learn or recall something about a culture's religion.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Mirialan.

"},"skinColorOptions":{"value":"Green, olive, or yellow"},"hairColorOptions":{"value":"Black, blonde, brown, or red"},"eyeColorOptions":{"value":"Blue, green, violet, grey, red, yellow, or orange"},"distinctions":{"value":"Facial tattoos, flexible and agile"},"heightAverage":{"value":"4'6\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Mirial"},"slanguage":{"value":"Mirialan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Mirialan","mode":"+","targetSpecific":false,"id":1,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"mirialan","mode":"+","targetSpecific":false,"id":8,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Mirialan.webp","effects":[{"_id":"uLanO2lY6ro8UeYE","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Mirialan","mode":2,"priority":20},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":35,"mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"mirialan","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Mirialan.webp","label":"Mirialan","tint":"","transfer":true}]} -{"_id":"WLr8F3xthhCz1R3Z","name":"Rakata","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

In appearance, rakata are smooth skinned amphibian-like humanoids that had tall craniums along with eyes that protruded from each side of their heads on short stalks. These bipedal beings have three digit hands that are tipped with claws for digging through packed dirt. As a species, they are uniformly lean and tall; while most rakata have a similar height and weight, females tend to be more slender than males, though just as tall. Rakata are primarily carnivorous, likely stemming from the fact that they are cannibalistic, often making a meal of other species. Long term abuse of the Force in their society, exacerbated by a plague, culled the rakata's ability to sense the Force.

\n

Society and Culture

\n

Rakatan technology and structures hold the unique property of blending with the Force, creating powerful and long-lasting monuments that are almost impossibly to replicate. Rakatan society is devoted to conquering and enslaving those they deem weak. At the height of its power, the Rakatan Infinite Empire had conquered and enslaved dozens of worlds. They would strip entire planets of their resources and then terraform them to fit their own needs. After a plague ravaged their civilization and caused the fall of the Infinite Empire, rakata broke off into smaller tribes rather than a unified organization. Despite their newfound tribal nature, rakata retained their ability to quickly adapt to and appropriate technology.

\n

Names

\n

Rakatan names do not distinguish by gender, and they do not use surnames.

\n

  Names. Ceh'let, Orsaa, Skal'nas, Soa, Tul'kar

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1.

Age. Rakata reach adulthoood by 20 and rarely live longer than 90 years.

Alignment. Rakata's propensity towards war and aggression cause them to tend toward lawful dark side, though there are exceptions.

Size. Rakata typically stand between 6 and 7 feet tall and weigh around 180 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Adaptive Resilience. Prolongued use of technology allows rakata to readily adapt to its effects. You have advantage on Strength and Constitution saving throws against tech powers.

Amphibious. You can breathe air and water.

Cannibalize. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.

Claws. Rakata have savage claws. You are proficient with your claws, which deal 1d6 kinetic damage on a hit.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Force Insensitive. While rakata can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.

Swim. You have a swimming speed of 30 feet.

Technician. You are proficient in the Technology skill.

Languages. You can speak, read, and write Galactic Basic and Rakata. Rakata is characterized by its deep tones and simplistic nature, using mainly consonants and long vowels. It's script seems to be a very ancient form of Galactic Basic.

"},"skinColorOptions":{"value":"Blue, green, grey, or red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue, brown, gold, or yellow"},"distinctions":{"value":"Horizontal eye stalks, vertical blade shaped head, tridactyl hands"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"125 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Lehon"},"slanguage":{"value":"Rakata"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Rakata","mode":"=","targetSpecific":false,"id":1,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"=","targetSpecific":false,"id":7,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rakata","mode":"+","targetSpecific":false,"id":10,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Rakata.webp","effects":[{"_id":"tukaXNn70Kp4AY5v","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Rakata","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":5,"priority":5},{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"rakata","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Rakata.webp","label":"Rakata","tint":"","transfer":true}]} -{"_id":"X5KkTvIsTP5X1R2y","name":"Ssi-Ruu","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Ssi-ruuk are a predatory, warm-blooded saurian species gifted with ferocious strength, remarkable speed, and sharp fangs and claws, traits that serve them well in the volcanic jungles of their homeworld of Lwhekk. Their muscular forms combined with their powerful tails make them very agile hunters, and their colorfully-scaled hides have been proven to be resistant even to blaster bolts. From their nostrils, two scent-tongues protrude that grant them enhanced olfactory senses, compensating for the poor vision afforded them by their dark, three-lidded eyes. No Ssi-ruu has ever been known to be Force-sensitive.

\n

Society and Culture

\n

The citizens of the Ssi-ruuvi Imperium follow a rigid caste system in which their station in society is determined by the color of the scales they are born with. Among these, the brown-scaled outcasts are regarded as the lowest of the low, and have no place in the Imperium beyond menial labor or death at birth. Deeply xenophobic and religious, the Ssi-ruuk view the rest of the galaxy as populated by lesser beings whose worlds rightfully belong to the Imperium. Despite their fierce nature, most ssi-ruuk are afraid of dying on a world unconsecrated by their priest caste, as they believe their souls would be doomed, so they harvest and \"entech\" the life-energy of other species to power droids that fight for them. The entechment process is torturous and painful to its victims, and is the main power source of Ssi-ruuvi technology.

\n

Names

\n

Ssi-ruuvi names are difficult to pronounce and gender neutral. Many ssi-ruuk adopt nicknames to make the lives of their associates easier. Ssi-ruuk do not have surnames.

\n

  Names. Firwirrung, Ivpikkis, Sh'tk'ith, Th'twirirl, Yifaii

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.

Age. Ssi-ruuk reach adulthood in their early teens and live to between 100 and 120 years.

Alignment. Ssi-ruuk's cultural drive to enslave and entech others cause them to tend toward the dark side, though there are exceptions.

Size. Ssi-ruuk typically stand between 6 or 7 feet tall and weigh over 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Type. Your creature type is both beast and humanoid.

Force Insensitive. While Ssi-ruuk can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.

Hunter. You are proficient in Survival.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Natural Empathy. Ssi-ruuk have scent-tongues that let them read the emotions of individuals. You have advantage on Wisdom (Insight) checks to determine emotions against humanoids and beasts within 10 feet of you.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Thick Skin. You have tough, scaly skin and prefer not to wear clothes. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.

Tooth and Nail. Your fangs and claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.

Languages. You can speak, read, and write Galactic Basic and Ssi-ruuvi. Ssi-ruuvi is a language of musical whistles, honks and clicks, and is nigh impossible for humans and similar species to speak.

"},"skinColorOptions":{"value":"Brown, red, or tan scales"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Solid black"},"distinctions":{"value":"Reptilian, tails, scent-tongues"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"200 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Lwhekk"},"slanguage":{"value":"Ssi-ruuvi"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ssi-Ruu","mode":"=","targetSpecific":false,"id":1,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":7,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"ssi-ruuvi","mode":"+","targetSpecific":false,"id":9,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Ssi-Ruu.webp","effects":[{"_id":"mHet1jKAIkSgtPbd","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Ssi-Ruu","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":35,"mode":5,"priority":5},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.attributes.ac.min","value":13,"mode":4,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"ssi-ruuvi","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Ssi-Ruu.webp","label":"Ssi-Ruu","tint":"","transfer":true}]} -{"_id":"XKTTLKNKTaGzlZxU","name":"Gotal","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Gotals possess cranial horns as receptors to sense electromagnetism and other energy emissions. These nerve-ending filled cones can sense the natural electromagnetic fields produced by Antar 4's magnetite-rich crust, allowing the species to operate even in total darkness. Their senses also pick up the electromagnetic auras from other life forms. When close to their hunting targets, they can ascertain information on its mood, awareness, and state of mind. Electronic devices can also be sensed by Gotals; in fact, most droids give off enough electromagnetic emissions to at least annoy a Gotal, and at worst to seriously disorient the horned beings, making them notoriously distrustful of droids. Gotals rely heavily on their cones, with their eyesight and hearing being quite weak, and their sense of smell almost completely absent.

Society and Culture

Since their natural empathy makes them instantly sensitive to the feelings of others, Gotals have little use for government or laws on their homeworld, resulting in problems when dealing with other societies. No central authority figure can speak for Antar 4 as a whole in a crisis, and no organized Gotal military or police force can act on their behalf. Other species respect the Gotals for their discretion and restraint, but some individuals fear interacting with the horned beings for fear of having their emotional state revealed to others.

Names

Gotal names are quite guttural, though there are also many harsher tones within their names. Gotal names do not vary significantly based on gender, and surnames are familial.

  First Names. Thon, Fern, Fuu'rash, Jir, Vluphol

  Surnames. Gratlul, Klux, Vathon, Zilat, Krigh, Rahxem","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and one other ability score of your choice increases by 1.

Age. Gotals reach adulthood in their late teens and live less than a century.

Alignment. Gotals' polite and respectful nature causes them to tend toward lawful alignments, though there are exceptions.

Size. Gotals typically stand 6 to 7 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Energy Sensors. Gotals perceive the environment around them through use of electromagnetic sensors held in their cranial horns. You have blindsight out to 30 feet. If another trait would grant you blindsight, the range is increased by half as many feet.

Hunter. You are proficient in Survival.

Natural Empathy. Gotal's electromagnetic sensors allow them to sense the emotions in those around them. You have advantage on Wisdom (Insight) checks to determine emotions against humanoids and beasts within 10 feet of you.

Languages. You can speak, read, and write Galactic Basic and Antarian. The Antarian language is characterized by growls and clicking noises at various volumes.

"},"skinColorOptions":{"value":"Grey, brown, or black"},"hairColorOptions":{"value":"White, grey, or brown"},"eyeColorOptions":{"value":"Red, orange, yellow, grey, green, or black"},"distinctions":{"value":"Full body fur, flat noses, head cones"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Antar 4"},"slanguage":{"value":"Antarian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gotal","mode":"=","targetSpecific":false,"id":1,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Blindsight (30 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"antarian","mode":"+","targetSpecific":false,"id":8,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Gotal.webp","effects":[{"_id":"rNPBs7jT9wzHZoaG","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Gotal","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Blindsight (30 ft.)","mode":2,"priority":20},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"antarian","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Gotal.webp","label":"Gotal","tint":"","transfer":true}]} -{"_id":"XrLzsp811tLnwrfu","name":"Squib","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Squibs are small, sentient, humanoid mammals with both rodent and canine characteristics. Their pink skin is covered in fur that offers some protection from cold weather, but, more importantly, it serves as an olfactory organ, able to pick up scents at a distance and ascertain intrinsic details—such as penetrating through a disguise or identifying a forgery—when rubbed against. The species has both male and female sexes, although non-Squibs often have difficulty determining the sex of a Squib based on appearance alone. Their mouths are full of forbidding, sharp, white teeth, and their flexible cheeks were capable of storing items.

\n

Society and Culture

\n

Squibs are friendly and cheerful to such an extent that, over time, they are considered quite annoying. Squibs are inherently curious, handling items with literal regard to care. They are unabashed pack rats, and they wear clothing for the excess storage rather than necessity. The Squibs' overconfidence is a defining trait. The typical Squib response to a threat is not to fight or flee, but to bluff and bluster, especially when not face-to-face. In person, their sharp teeth are their favored means of intimidation. Squibs believe that bargaining is the highest form of communication, and they believe haggling is more important than the goods themselves. A deal is a binding oath to Squibs, and they are incredibly loyal to their business partners.

\n

Names

\n

Squibs combine their first and last names, which are familial, into one long, hyphenated name. They often go by nicknames derived from their full names. Male and female names do not significantly deviate.

\n

  Full Names. Galaneever-marmalios, Meelawin-demort, Sleerinwilpher-remalior

\n

  Nicknames. Galan, Meela, Wilpher

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Squibs reach adulthood at nine years of age and live an average of sixty-five years.

Alignment. Squibs' cheerful nature causes them to tend toward the light side, though there are exceptions.

Size. Squibs typically stand 3 to 3 and a half feet tall and weigh around 50 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Bite. Your sharp teeth are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d4 + your Strength modifier.

Business Savvy. A common trait of all Squibs is their desire and love of haggling. Squibs believe a deal is done when both sides believe they got the better of the other. Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.

Flexible Cheeks. Squibs have flexible cheeks in which they can store small goods. You can store up to two items that weigh a combined total of no more than 2 lb. in your cheeks, and you have advantage on Dexterity (Sleight of Hand) checks made to conceal them.

Hide. Your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Sensitive Fur. Squibs' fur is exceptionally sensitive to physical details. You have advantage on Intelligence (Investigation) checks that rely on touch.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Squibbian. The Squibbian language originated as a secret form of communication for Squibs to convey information without being understood.

"},"skinColorOptions":{"value":"Pink"},"hairColorOptions":{"value":"White, gray, black, brown, blue, violet, or red"},"eyeColorOptions":{"value":"Blue, yellow, red, or brown"},"distinctions":{"value":"Curious, overconfident, hagglers"},"heightAverage":{"value":"2'11\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"45 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Skor II"},"slanguage":{"value":"Squibbian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Squib","mode":"=","targetSpecific":false,"id":1,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"squibbian","mode":"+","targetSpecific":false,"id":7,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Squib.webp","effects":[{"_id":"JyXU6gNsxf6u3HUH","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Squib","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"squibbian","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Squib.webp","label":"Squib","tint":"","transfer":true}]} -{"_id":"XxD8S4AtHVWmzCT7","name":"Lannik","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Lannik are short, bipedal humanoids with droopy, long ears. Males and females are equally tall, although the latter have a considerably less strong complexity. Their species is, however, much more vigorous and resistant than what its size could suggest. A Lannik's skin tends to be of colours similar to his or her eyes and hair. The species has evolved long pointy ears which allow them to hear better than human ears.

Society and Culture

The Lannik culture is apparently war loving, and Lanniks feel a great respect for warriors. At the same time, though, they follow a strict centuries-old code of honour. Lannik soldiers have the custom of tying all their hair in a single topknot over their head. Their species is one of fierce warriors, whose abilities have developed fighting against terrible predators and other Lanniks in a long history of wars. Although many regard the Lannik as hotheaded and temperamental, they are quite fearless and clear-headed even in combat, giving them the ability to think their way out of a dangerous situation.\n\nThe Lannik do not show their thoughts through their facial expressions, and seem always angry to other species. They are also very stubborn, and are not likely to change career once they chose it. Most males - and many females - serve in the planetary militia, celebrating the species' past as a warrior species. Some take on off-world mercenary work.

Names

Lannik names are generally short. Lanniks don't often give out their surnames.

  Male Names. Minch, Oteg, Vandar, Yaddle, Yoda

  Female Names. Giro, Lina, Penny, Vona, Zeya

  Surnames. Bek, Kaz, Mon, Var, Zin","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Intelligence score increases by 1.

\n

Age. Lanniks reach adulthood in their 50's and can live up to 900 years.

\n

Alignment. Despite the turbulence on their homeworld, Lanniks tend toward the light side, though there are exceptions.

\n

Size. Lanniks typically stand 3 to 4 feet tall and rarely weigh more than 50 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Closed Mind. Lanniks have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against Force powers.

\n

Force Sensitive. You know the guidance at-will Force power. When you reach 3rd level, you can cast the valor Force power once per day. When you reach 5th level, you can also cast the Force enlightenment Force power once per day. Wisdom is your forcecasting ability for these powers.

\n

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Wisdom of the Elders. You are proficient in the Lore skill.

\n

Languages. You can speak, read, and write Galactic Basic and Lannik. Due to their large ears, the Lannik language is spoken softly, and it is considered insulting to shout.

"},"skinColorOptions":{"value":"Blue, brown, green, orange, red, purple, yellow, or gray"},"hairColorOptions":{"value":"Brown, gray, or white"},"eyeColorOptions":{"value":"Amber, blue, brown, gray, green, hazel, purple, or red"},"distinctions":{"value":"Downward-sloping, large ears"},"heightAverage":{"value":"3'0\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Lannik"},"slanguage":{"value":"Lannik"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Lannik","mode":"=","targetSpecific":false,"id":1,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"lannik","mode":"+","targetSpecific":false,"id":8,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Lannik.webp","effects":[{"_id":"cc9M6XfSr4Cq2XkG","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Lannik","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"lannik","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Lannik.webp","label":"Lannik","tint":"","transfer":true}]} -{"_id":"YFUbzb1cb1pupT9R","name":"Givin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Givin are a species of white-skinned, hairless humanoids who are quite frequently likened to animated skeletons. Their facial features include many sharp downward angles, large triangular eye sockets, and sloped-up brows that meet together in the middle, lending them an appearance of permanent anguish. Because of the harsh environment of their homeworld, the Givins' organs are sealed against atmospheric exposure; thanks to this complex system, they can survive for about a day in a vacuum.

Society and Culture

In order to survive their homeworld's lunar tides, the Givin became extremely adept at calculating the trajectory of their celestial bodies. Over the ages, Givin have become so skilled at celestial navigation that they are able to calculate hyperspace jumps in their heads. As such, mathematics have become a cornerstone of Givin society. Two Givin will often greet each other by exchanging complex equations for the other to solve.\r\n\r\nDue to their profound mathematical ability, Givin are skilled starship builders and astrogators. They create some of the most impressive, complex, and sleek ships in the galaxy. However, they frequently build their ships without the presence of a navcomputer or pressurization system, and so their buyers have to add these system in the starship aftermarket.

Names

Givin names are often derived by parents from favored mathematical equations. Male and female names do not significantly differ. Surnames are familial.

  First Names. Daggibus, Lersia, Na-Soth, Nisil, Sladru

  Surnames. Alarin, Nalas, Narth, Larr, Scoritoles","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.

Age. Givin reach adulthood in their early teens and live about 80 years.

Alignment. Givins believe power and respect are earned rather than expected, causing them to tend towards balanced alignments, though there are exceptions.

Size. Givin typically stand around 6 feet tall and weigh 150 lb. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hardened Exterior. You have a tough, bony exterior. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.

Mathematical Savants. Whenever you make an Intelligence (Technology) check involving mathematics, you are considered to have expertise in the Technology skill.

Stargazer. You have proficiency in Piloting and Technology.

Vacuum Sealed. You can survive for one day within the vacuum of space. You still require oxygen to breathe. You have resistance to cold damage.

Languages. You can speak, read, and write Galactic Basic and Givin. Givin is characterized by its use of mathematical jargon and symbols, making it nigh incomprehensible to the less mathematically inclined.

"},"skinColorOptions":{"value":"White"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Skeletal appearance, able to survive in a vacuum for short periods"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x2d4 lb."},"homeworld":{"value":"Yag'Dhul"},"slanguage":{"value":"Givin"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Givin","mode":"=","targetSpecific":false,"id":1,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":6,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Skills Piloting"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Skills Technology"},{"modSpecKey":"data.traits.dr.value","value":"cold","mode":"+","targetSpecific":false,"id":9,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"givin","mode":"+","targetSpecific":false,"id":11,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Givin.webp","effects":[{"_id":"Pn6vsO24HRDLSnOH","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Givin","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.ac.min","value":13,"mode":4,"priority":5},{"key":"data.skills.pil.value","value":1,"mode":4,"priority":20},{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.dr.value","value":"cold","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"givin","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Givin.webp","label":"Givin","tint":"","transfer":true}]} -{"_id":"ZQ5Dc8ySdMhYm092","name":"Defel","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

While defel appear to be visually similar to the shistavanen, they are very different on a biological level. Defel have the ability to bend waves of light in such a manner that it renders them practically invisible to the human eye. Despite this ability, they could be still be spotted by force-users and keen-eyed individuals. Defel have extremely high perceptive ability because of their large ears, sensitive noses, and keen eyes. Because of the heightened levels of visual stimuli their eyes experience, defel are nearly blinded by sunlight but can see rather well in the dark.

\n

Society and Culture

\n

Defel live in tight-knit, interdependent communites underground. The harsh environment on Af'El turned the defel into rugged survivors, able to hold their own in the Galaxy. Defel have a strong sense of honor and will not associate with individuals that do not keep their word. Because defel have yet to achieve interplanetary travel, they are a rare sight in the galaxy.

\n

Names

\n

Defel names tend to sound dark and mysterious, and are mostly composed of multiple syllables. Defel surnames are familial, using stern and simple sounds.

\n

  Male Names. Alustair, Claustro, Tenebris, Varsiin

\n

  Female Names. Lhantra, Soliel, Stroika, Zavtra

\n

  Surnames. Gauss, Neura, Tume, Vecherom

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.

Age. Defel reach adulthood in their early teens and live less than a century.

Alignment. Defel tend toward no particular alignment. The best and worst are found among them.

Size. Defel typically stand 4 to 5 feet tall and generally weigh around 100 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Claws. You have sharp claws, which deal 1d4 kinetic damage on a hit. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hidden Step. As a bonus action, you can turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you've used this trait, you can't use it again until you finish a short or long rest.

Miners. You have proficiency in scavenging kits.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Sneaky. You are proficient in the Stealth skill.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Defel. Most defel refuse to speak Galactic Basic while on their home planet of Af'El unless they have a specific need for it.

"},"skinColorOptions":{"value":"Black, brown, or grey"},"hairColorOptions":{"value":"Blue to yellow in ultraviolet light, black to dark brown in visible light"},"eyeColorOptions":{"value":"Black, orange, or red"},"distinctions":{"value":"Ability to absorb light, light blindness, claws"},"heightAverage":{"value":"3'10\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"65 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Af'El"},"slanguage":{"value":"Defel"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Defel","mode":"=","targetSpecific":false,"id":1,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":2,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":3,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":4,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"=","targetSpecific":false,"id":6,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"defel","mode":"+","targetSpecific":false,"id":8,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":9,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":10,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.toolProf.value","value":"scav","mode":"+","targetSpecific":false,"id":11,"itemId":"ghKmUoOj75TEKey2","active":false,"_targets":[],"label":"Traits Tool Prof"}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Defel.webp","effects":[{"_id":"avJjg9zlYNomK9Uw","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Defel","mode":5,"priority":5},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"defel","mode":0,"priority":0},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.toolProf.value","value":"scav","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Defel.webp","label":"Defel","tint":"","transfer":true}]} -{"_id":"Zja1WcnvHTUJY3Dw","name":"Chevin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Chevin have long snouts which hang down nearly to their ankles. Combined with their intellect, this makes them skilled hunters of animals such as backshin, because they can smell out their prey or feed while keeping their eyes on the horizon. It is also their hunting prowess which allowed them to dominate their homeworld and conquer the Chevs. Chevin have thick legs, massive wide bodies, thin rope-like tails, and arms so long their three-fingered hands often brushed the ground.

\n

Society and Culture

\n

Chevin live in small, mobile communities, with homes mounted on great wheeled carts. Even after they gained access to galactic technology, they continued to live as nomads (though more affluent Chevin mounted their lodges on large repulsorlift vehicles instead.) Their Chev slaves are usually forced to follow on foot. Nomadic groups of Chevin keep in touch via comlinks, and often converge on a single location to deal with danger.

\n

The only Chevin settlements that stay in place for more than one standard month are the Government Villages, where Chevin dictators live with their hand-picked advisors. Even these settlements are movable when necessary. Each of the roughly two dozen Government Villages rules a Chevin nation.

\n

Names

\n

Chevin names do not vary significantly based on gender. Surnames are based on community.

\n

  First Names. Buula, Ephant, Perre, Phylus, Reseros

\n

  Surnames. Meh, Mon, Nen, Needmo, Phrusaani

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age. Chevin reach adulthood in their thirties and live up to 200 years.

Alignment. Chevin warmongering and slavetrading cause them to tend toward the dark side, though there are exceptions.

Size. Chevin stand between 6 and 8 feet tall and weigh up to 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to both hot and cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Nomadic. You are proficient in Survival.

Thick Skull. Your skull is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d6 + your Strength modifier kinetic damage.

Languages. You can speak, read, and write Galactic Basic and Chevin. The Chevin language is characterized by grunts and low-pitched rumblings. Chevin typically have deep voices, even when speaking Basic.

"},"skinColorOptions":{"value":"Grey"},"hairColorOptions":{"value":"Black, brown, blond, grey, or white (usually with age)"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Stocky build, large heads, long snouts, long arms, three-fingered hands, four-toed feet"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"170 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Vinsoth"},"slanguage":{"value":"Chevin"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Chevin","mode":"=","targetSpecific":false,"id":1,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":6,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"chevin","mode":"+","targetSpecific":false,"id":9,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Chevin.webp","effects":[{"_id":"xyKlxEBAGLcMBv2n","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Chevin","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.ac.min","value":13,"mode":4,"priority":5},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"chevin","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Chevin.webp","label":"Chevin","tint":"","transfer":true}]} -{"_id":"aX1HoPchF1JdMjYn","name":"Cathar","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Cathar have fur-covered bodies with thick manes as well as prominent, retractable claws that can deliver powerful killing attacks on foes and prey. Their bodies also possess rapid healing abilities. These traits make them the perfect hand-to-hand specialists. The Cathar species also has two subspecies, known as the Juhani and the Myr Rho. Both of these are notably less catlike than mainline Cathar. Cathar are born into a litter. The Cathar species is biologically similar to the Bothan species.

\n

Society and Culture

\n

On their homeworld, Cathar live in cities built into giant trees, and are organized into clans governed by elders. Stories of their great heroes were often carved into the trunks of these tree-homes for following generations to see. The Cathar mate for life, to the extent that when one mate dies, the survivor never has a relationship with another. Cathar clan society includes great pageants and celebrations, especially for their heroes. Their religion includes a ritual known as the \"Blood Hunt,\" in which Cathar warriors individually engaged in combat against entire nests of Kiltik in order to gain honor and purge themselves of inner darkness. The native language of the Cathar is Catharese, which included the emphasis of some spoken words with a growl.

\n

Names

\n

Cathar names can sound both melodic and fairly gutteral, but they almost always sound strong and fierce. Female names are typically longer than male names. Surnames are usually one syllable.

\n

  Male Names. Crurbirr, Isyrr, Nynorr, Suro, Tukarr

\n

  Female Names. Cuwin, Jyvohr, Mulahr, Solyri

\n

  Surnames. Jin, Ki, Mak, Rhir, Ta

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

\n

Age. Cathar reach adulthood in their late teens and live less than a century.

\n

Alignment. Cathar tend toward no particular alignment. The best and worst are found among them.

\n

Size. Cathar range from 5 to 7 feet tall, and can weigh up to 300 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Leonine Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

\n

Cat's Claws. You have a climbing speed of 20 feet. Additionally, your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

\n

Cat's Talent. You have proficiency in the Perception and Stealth skills.

\n

Languages. You can speak, read, and write Galactic Basic and Catharese.

"},"skinColorOptions":{"value":"Gold to yellow-brown with dark stripes"},"hairColorOptions":{"value":"Brown, black, or grey"},"eyeColorOptions":{"value":"Yellow or brown"},"distinctions":{"value":"Lion-like features"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Cathar"},"slanguage":{"value":"Catharese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Cathar","mode":"=","targetSpecific":false,"id":1,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (20 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.skills.prc.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Skills Perception"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":9,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"catharese","mode":"+","targetSpecific":false,"id":11,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Cathar.webp","effects":[{"_id":"6fYB2NZ236PqSl6p","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Cathar","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.speed.special","value":"Climbing (20 ft.)","mode":2,"priority":20},{"key":"data.skills.prc.value","value":1,"mode":4,"priority":20},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"catharese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Cathar.webp","label":"Cathar","tint":"","transfer":true}]} -{"_id":"aar7Zdh6KfaJpHvK","name":"Bith","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Bith are craniopods with pale pink, yellow, or green skin, large heads, large lidless eyes, toeless feet, and long fingers. Their thumb and small finger were both fully opposable. The bith's internal systems are different from most humanoids, as the bith have only one lung, and exhale through their skin. Bith also lack a proper nose, instead having highly sensitive olfactory organs hidden in the skin-flaps of their cheeks. The other bith senses are also acute. Bith can sense the tonal qualities of sound as well as other species sensed colors. Their eyes, as big as a Menahuun's, can see microscopic details of nearby objects, but are extremely nearsighted as a result. An interesting side effect of their incredible sensors is the effect of sonic grenades, or screamers, on them. It is described as causing their heads to explode. Similarly, bith have high manual dexterity which helps them manipulate fine tools, though their physical prowess with gross motor skills was only average.

\n

Society and Culture

\n

Bith are one of the galaxy's most ancient civilizations, with a history going back millions of years. This antiquity garners respect in certain quarters, such as among the Gree, who gave them more respect than other, \"younger\" species. Their society is highly regimented, with everything from mate selection to political leadership controlled by sophisticated computer programs.

\n

Names

\n

Bith names are quite diverse. Some names look complicated and difficult to pronounce, while others are quite simple.

\n

Male Names. Fedu, Jenkiss, Kabadons, Ph'teumkiass

\n

Female Names. Duhia, F'hubama, R'hothal, Thidus

\n

Surnames. D'intes, Hern, K'sarorn, Nimum, Rumo

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

\n

Age. Bith reach adulthood in their late teens and live less than a century.

\n

Alignment. Biths' benevolent nature causes them to tend toward the light side, though there are exceptions.

\n

Size. Bith typically stand 5 to 6 feet tall and generally weigh about 120 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Detail Oriented. You are practiced at scouring for details. You have advantage on Intelligence (Investigation) checks within 5 feet.

\n

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

\n

Musician. You are proficient in one musical instrument of your choice.

\n

Programmer. Whenever you make an Intelligence (Technology) check related to computers, you are considered to have expertise in the Technology skill.

\n

Languages. You can speak, read, and write Galactic Basic, Bith, and one more language of your choice.

"},"skinColorOptions":{"value":"Green, pink, white, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Large cranium, acute senses of smell and hearing"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Clak'dor VII"},"slanguage":{"value":"Bith"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":1,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.details.species","value":"Bith","mode":"=","targetSpecific":false,"id":5,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.languages.value","value":"Basic","mode":"+","targetSpecific":false,"id":6,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"Bith","mode":"+","targetSpecific":false,"id":7,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":8,"itemId":"ELH8899fqDlpo706","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Bith.webp","effects":[{"_id":"064LQEqCktTG9phA","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.details.species","value":"Bith","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"bith","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.toolProf.value","value":"music","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Bith.webp","label":"Bith","tint":"","transfer":true}]} -{"_id":"ayibS7GRurX2DffN","name":"Miraluka","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Miraluka are a near-human species that differs from Humans in that they lack eyes, only retaining vestigial eye sockets, and perceive the environment around them through Force sight instead of regular vision. This vision is so strong that if a Miraluka looks upon a Jedi or Sith, they can \"see\" Force radiating off them. The strength of a Miraluka's connection to the Force varies by individual.

\n

Society and Culture

\n

Miraluka are a thoughtful, cautious, and deliberative species. They have little interest in personal gain or glory. For social reasons, Miraluka hide their appearance by wearing a headband, a mask, or similar concealing headwear. In addition all Miraluka are very united by species. They call themselves \"brothers\" and are considered as members of a great family. As a Force-using species, Miraluka are often quite shocked if 'shown' life not connected to the Force. Many Miraluka worship two gods, Ashla and Bogan, through the philosophy of the Greater Force. They do not believe in good or evil, but were taught to accept both life and death. Miraluka Force-sensitives are an order of their own called the Luka Sene. Academic in atmosphere and culture, the Luka Sene focus primarily on developing the sense-related powers of their members. However, unlike the Jedi, Sith and other traditions, the Luka Sene does not dictate a member's personal life.

\n

Names

\n

Miraluka names are generally two syllables. Miraluka don't use surnames, as they believe they are one family.

\n

  Male Names. Aakih, Pafil, Rikhor, Vociif, Xuwuth

\n

  Female Names. Auchaod, Favom, Mucem, Wilierth

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1.

\n

Age. Miraluka reach adulthood in their late teens and live less than a century.

\n

Alignment. Miraluka believe in balance and thus tend toward no particular alignment. The best and worst are found among them.

\n

Size. Miraluka typically stand 5 to 6 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Force Sensitive. You know the mind trick at-will Force power. When you reach 3rd level, you can cast the sanctuary Force power once per day. When you reach 5th level, you can also cast the Force confusion power once per day. Wisdom or Charisma (your choice) is your forcecasting ability for these powers.

\n

Force Sight. Miraluka perceive the environment around them through use of the Force. You are constantly under the effects of the force power Force sight, though the power does not require concentration for you.

\n

Languages. You can speak, read, and write Galactic Basic and Miralukese.

"},"skinColorOptions":{"value":"Pale to brown"},"hairColorOptions":{"value":"Black, brown, grey, or white"},"eyeColorOptions":{"value":"None"},"distinctions":{"value":"Lack of physical eyes, inherent Force sight"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Alpheridies"},"slanguage":{"value":"Miralukese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Miraluka","mode":"=","targetSpecific":false,"id":1,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"miralukese","mode":"+","targetSpecific":false,"id":7,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Miraluka.webp","effects":[{"_id":"8u9KvszXamdVwo8Y","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Miraluka","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"miralukese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Miraluka.webp","label":"Miraluka","tint":"","transfer":true}]} -{"_id":"bzSLfq6RPaD0qtvB","name":"Zygerrian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Zygerrians are a bipedal, sentient humanoid species. Feline in appearance, the species possesses strong, angular features, with long fangs jutting from their jaws and claws extending from their hands. The Zygerrians' faces and their pointed ears are almost entirely covered with fur; males usually have more hair than females, with bands of fur growing on their cheeks. Male Zygerrians also display a number of bony spurs protruding from the chin, which females typically lack. Zygerrians usually have sallow complexions and are physically strong, but some suffer from obesity.

\n

Society and Culture

\n

A warlike species, the Zygerrians hold strength—both physical and mental—in great esteem, viewing it as a means to gain power and authority. They believe that it is the natural order of life for the strong to dominate the weak, so slavery is normal for the species, and a display of weakness could mean death or enslavement in their culture. Those who become their slaves are viewed as inferior by the Zygerrians. Zygerrian society is organized into clans and classes. They have a noble class, many members of which, despite their high status, pursue a career in the military. The Zygerrian government is a monarchy; female rulers hold the title of Queen, and males are addressed as Kings. The center of the Zygerrian society is the Zygerrian Slavers Guild, which focuses on the slave trade in the Outer Rim Territories.

\n

Names

\n

Zygerrian names are rather diverse, though shorter names are the most common. Surnames are familial.

\n

  Male Names. Agruss, Darts, Atai, Sono

\n

  Female Names. Miraj, Faralhi, Latrans, MaDall

\n

  Surnames. D'nar, Molec, Scientel, Thanda, Tyne

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.

Age. Zygerrians reach adulthood in their late teens and live less than a century.

Alignment. Zygerrian culture's emphasis on subjugation and strength causes them to tend towards chaotic dark side, though there are exceptions.

Size. Zygerrians normally stand between 5 to 6 feet tall and weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Acrobatic. You have proficiency in Acrobatics.

Claws. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Notorious Slavers. Whenever you make an ability check related to the buying, selling, or controlling of slaves, you are considered proficient in the check. If you would already be proficient, you instead have expertise.

Reputation for Cruelty. You are proficient in Intimidation, as well as the saberwhip and vibrowhip.

Languages. You can speak, read, and write Galactic Basic and Zygerrian. Zygerrian is characterized by its subtle growls and purrs.

"},"skinColorOptions":{"value":"Light tones"},"hairColorOptions":{"value":"Black, brown, gray, or red"},"eyeColorOptions":{"value":"Blue or yellow"},"distinctions":{"value":"Large pointed ears, clawed hands, fur-covered faces, bony facial spurs"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Zygerria"},"slanguage":{"value":"Zygerrian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Zygerrian","mode":"=","targetSpecific":false,"id":1,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.acr.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Skills Acrobatics"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.weaponProf.custom","value":"saberwhip","mode":"+","targetSpecific":false,"id":9,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrowhip","mode":"+","targetSpecific":false,"id":10,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":11,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"zygerrian","mode":"+","targetSpecific":false,"id":12,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Zygerrian.webp","effects":[{"_id":"zFWMZ7TZhGP32ghr","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Zygerrian","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.acr.value","value":1,"mode":4,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.traits.weaponProf.custom","value":"saberwhip","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibrowhip","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"zygerrian","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Zygerrian.webp","label":"Zygerrian","tint":"","transfer":true}]} -{"_id":"caZCSyv944Nr8y9e","name":"Gungan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Starting life as tadpoles, Gungans develop into tall beings with extremely flexible cartilaginous skeletons. Strong leg muscles allow for powerful and quick frog-kick style swimming through water as well as a remarkable jumping ability while on land. Fin-like ears (called haillu) also aid them in swimming, as well as expressing emotions like aggression, friendship, and fear. They have partially retractable eyestalks with nictitating membranes when underwater. Green eyes are unusual amongst Gungans.

Society and Culture

Gungans are generally a generous and peaceful species. They truly love to have visitors and warmly welcome them; however, they would remain suspicious until the visitors have earned their respect. Gungans are not tolerant of anyone who threatens their peaceful culture. They have very strict laws, and will go to the extremes to punish anyone who has committed a minor crime. Vandals, for example, can be given a sentence of exile, caning, or even stoning.\r\n\r\nIf a Gungan is cast out of society, it is very difficult for them to return. If they do manage to return legally, they are often subjected to heavy discrimination. This can make life very difficult for them and can go on for months or years, until their past offenses disappear from memory. Returning back to the settlement they were exiled from illegally will sometimes result in the death penalty, especially if they brought along outsiders.

Names

Gungan names are often repeated syllables hyphenated.

  Male Names. Crinn-Crinn, Gic, Noc-Noc, Wal

  Female Names. Hew, Khi, La-La, Phro-Phro, Yuss

  Surnames. Baud, Gos, Jalles, Mag, Wub","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Strength score increases by 1.

Age. Gungans reach adulthood in their early teens and live about 70 years.

Alignment. Gungans tend toward the light side, though there are exceptions.

Size. Gungans typically stand 6 to 7 feet tall and weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Amphibious. You can breathe air and water.

Martial Proficiency. You have proficiency with light and medium armor as well as the vibrospear and vibropike.

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Gungan. When speaking Galactic Basic, you often have trouble with word tenses and infinitives; this usually has a comical effect.

"},"skinColorOptions":{"value":"Blue, brown, or green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Light colors"},"distinctions":{"value":"Extendable tongues, long ears, eye stalks, three toes, aquatic species"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Naboo"},"slanguage":{"value":"Gungan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gungan","mode":"=","targetSpecific":false,"id":1,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":6,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":7,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrospear","mode":"+","targetSpecific":false,"id":8,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibropike","mode":"+","targetSpecific":false,"id":9,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":10,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"=","targetSpecific":false,"id":11,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":12,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"gungan","mode":"+","targetSpecific":false,"id":13,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Gungan.webp","effects":[{"_id":"kgqVkH4CH10efNNT","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Gungan","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.armorProf.value","value":"lgt","mode":0,"priority":0},{"key":"data.traits.armorProf.value","value":"med","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibrospear","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibropike","mode":0,"priority":0},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"gungan","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Gungan.webp","label":"Gungan","tint":"","transfer":true}]} -{"_id":"d1OzrEbGEvhV6pt9","name":"Lurmen","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Lurmen's bodies are covered entirely in fur, which range in color from a dark brown to a white-gray, though they do wear garments. They can walk either upright on their two legs, and can also use their arms and legs for faster movement Many lurmen have the ability to roll themselves into a wheeled shape; this allows them to cover distances at great speed. They may have learned this ability from the native amani on Maridun.

\n

Society and Culture

\n

The lurmen use fallen seedpods from the giant trees as shelter and home. Living near the trees proves too dangerous, as the falling pods can be deadly. Instead, the lurmen drag the pods into a clearing and use them as huts. They also extract essential oils from the pods for nutrition and healing medicines. Most lurmen are pacifistic by nature and refuse to fight or run even in the face of death. They often will hide instead of using violence. As pacifists, they carry no weapons but carry farming tools or ropes. The greatest native threat to the lurmen are the amani and the mastiff phalones, raptor-headed quadrupeds that hunted in groups. However, even in defeating these beasts the lurmen attempt to remain true to their pacifist ideals, and not inflict any injury to the creatures. Instead, when cornered by a mastiff phalone, an agile lurmen will try to unbalance the creature by tying a rope around its stout legs.

\n

Names

\n

Lurmen names are sharp and made up of a single syllable. Instead of surnames, lurmen are granted additional names based on their importance to the village. Common lurmen possess one name, with leaders having as many as four.

\n

  Male Names. Fee, Gatt, Nub, Shoo, Yup

\n

  Female Names. Kal, Laa, Shal, Vook, Yiit

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

\n

Age. Lurmen reach adulthood in their late teens and live less than 80 years.

\n

Alignment. The pacifistic nature of the lurmen causes them to be neutral light side, though there are exceptions.

\n

Size. Lurmen typically stand around 3 feet tall and generally weigh about 45 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Natural Healer. You have proficiency in the Medicine and Nature skills, and the bioanalysis kit.

\n

Prehensile Tail and Feet. You have supreme control over your tail and feet and can use them to manipulate objects as well as your hands.

\n

Rolling Agility. As a lurmen, you can run on all fours, or curl into a ball, to move quickly along the ground. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

\n

Treeclimber. You have a climbing speed of 25 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Galactic Basic and Lurmese. Lurmese is a name collectively given to the various tribal languages spoken by the lurmen people. While each language is distinct, shared phrases allow translation between dialects.

"},"skinColorOptions":{"value":"Black or gray"},"hairColorOptions":{"value":"Brown to gray"},"eyeColorOptions":{"value":"Yellow or orange"},"distinctions":{"value":"Prehensile tail and feet, furred body"},"heightAverage":{"value":"2'11\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Mygeeto, Maridun"},"slanguage":{"value":"Lurmese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":false},"dae":{"activeEquipped":true,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Lurmen.webp","effects":[{"_id":"gzV1BSf7YoTCOLpN","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":20},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.med.value","value":1,"mode":4,"priority":20},{"key":"data.skills.nat.value","value":1,"mode":4,"priority":20},{"key":"data.traits.toolProf.value","value":"bioa","mode":0,"priority":20},{"key":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"lurmese","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"data.details.species","value":"Lurmen","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Lurmen.webp","label":"Lurmen","tint":"","transfer":true}]} -{"_id":"ddsVmNoGjnRob0Cg","name":"Talz","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Talz are large, bulky, bipedal creatures, that are covered head to toe in thick white fur, which provides exceptional insulation against their frozen world. Talz have four eyes, which are also adaptations to their native environment. The larger set of eyes are shut during the day, when sunlight reflects off the snow with dazzling brightness—able to blind sensitive optical organs—leaving the smaller set to navigate with. Alternatively, during the deep darkness of their homeworld's moonless night, the larger pair are utilized to provide the Talz with adequate vision. Talz use a small proboscis to eat and communicate, creating high-pitched chirps and buzzes.

\n

Society and Culture

\n

Talz are a hunter-gatherer, clan-based society. They work in unison, and treat the entire clan as one single familial entity. Resources on Ordo Plutonia are often scarce, which leads to warring among Talz tribes. However, the clans are adept at forming a unified front when they face a common enemy. Talz are large, brutal creatures and are often used as guards and enforcers. Sometimes they are taken as slaves, though it's rare; they are rebellious against authority and don't take well to slavery. There are rumors that Talz are captured for scientific experimentation.

\n

Names

\n

Talz names are fairly gutteral and are characterized by their harsh nature. Female names are typically longer than male names. Surnames are clan-based, though it's rare that a Talz shares them with non-Talz.

\n

  Male Names. Drak, Fedirk, Imom, Ke, Twift

\n

  Female Names. Ilnuno, Ontuga, Utrukk, Zimtucc

\n

  Surnames. Dic, Noetoc, Suptat, Wume, Zapak

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Age. Talz reach adulthood at 10 and rarely live longer than 50 years.

Alignment. Talz' peaceful and slow-to-anger nature cause them to tend toward the light side, though there are exceptions.

Size. Talz stand between 6 and 8 feet tall and weigh around 250 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Languages. You can speak, read, and write Talzzi. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. Talzzi is characterized by its high-pitched chirps and buzzes.

"},"skinColorOptions":{"value":"Black or grey"},"hairColorOptions":{"value":"Grey, pink, or white"},"eyeColorOptions":{"value":"Black, dark blue, or dark red"},"distinctions":{"value":"Covered in fur, four eyes, unable to speak Galactic Basic"},"heightAverage":{"value":"6'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"180 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Orto Plutonia"},"slanguage":{"value":"Talzzi"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Talz","mode":"=","targetSpecific":false,"id":1,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":7,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"talzzi","mode":"+","targetSpecific":false,"id":9,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Talz.webp","effects":[{"_id":"tJH1nruC0gpiDYG8","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Talz","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.ac.min","value":12,"mode":4,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"talzzi","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Talz.webp","label":"Talz","tint":"","transfer":true}]} -{"_id":"gE8mdT9Ch50flHuj","name":"Arkanian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Arkanians are a robust near-human species with solid white eyes and clawed, four-fingered hands.

\n

Arkanians are capable of seeing into the infrared spectrum, and their eyes are sensitive to sources of extreme heat. This proved helpful on their dark and frigid homeworld, but when traveling offworld, many must wear blinders on planets with hotter, younger suns. It is not unheard of for arkanians to undergo genetic or cybernetic manipulation of their own bodies, enhancing themselves so as to be better than \"lesser\" species.

\n

Society and Culture

\n

Arkanians are notoriously arrogant, a trait which came from generations of producing some of the galaxy's greatest advancements in genetics. Their homeworld, Arkania, has vast quantities of precious gems; thus, the Arkanians have never wanted for much in trade. This wealth went into funding their ambitious scientific projects, the most elaborate of which take generations to be completed.

\n

Many Arkanians have come to see their species as the pinnacle of evolution, and amongst the most—if not the most—intelligent beings in the galaxy. Those species that are not already put off by their aloof nature often fear them, as tales of \"mad scientists\" and horrific experiments tend to surround them.

\n

Names

\n

Arkanian names are simultaneously dignified and succinct. Surnames are familial.

\n

  Male Names. Arkoh, Hyrim, Zeta, Suprin

\n

  Female Names. Shenna, Elizie, Cratala, Hanna

\n

  Surnames. Focela, Barzane, Nasdra, Athacorr

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.

\n

Age. Arkanians reach adulthood in their late teens and live about 100 years.

\n

Alignment. Due to their arrogance and unscrupulous experimentation, arkanians tend towards lawful dark side, though there are exceptions.

\n

Size. Arkanians typically stand 5 to 6 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Arkanian Brilliance. Whenever you make an Intelligence ability check, attack roll, or saving throw, you can choose to add 1d4 to the result. You can choose to do this after the check is rolled, but before the DM determines if you’ve passed or failed the check. You cannot do so again until you complete a short or long rest.

\n

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n

Honed Mind. You have advantage on Intelligence, Wisdom, and Charisma saving throws.

\n

Infrared Sight. Whenever you make a Wisdom (Perception) check related to sight, you are considered to have expertise in the Perception skill.

\n

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

\n

Languages. You can speak, read, and write Galactic Basic and Arkanian. Arkanian, when spoken, has an airy tone, and is regarded as one of the most difficult written languages to learn.

"},"skinColorOptions":{"value":"Tan"},"hairColorOptions":{"value":"White"},"eyeColorOptions":{"value":"White"},"distinctions":{"value":"Four clawed digits, extreme intelligence, infrared vision"},"heightAverage":{"value":"5'0\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Arkania"},"slanguage":{"value":"Arkanian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Arkanian.webp","effects":[{"_id":"s3slbKvtOar4zl7y","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":20},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"arkanian","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"data.details.species","value":"Arkanian","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Arkanian.webp","label":"Arkanian","tint":"","transfer":true}]} -{"_id":"gUJyS9C0TPnQf9Cb","name":"Umbaran","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Umbarans, called the \"Shadow People\" by some, are a near-human species characterized by their pale, bluish skin and colorless, sunken eyes. Their homeworld, Umbara, is situated deep within the Ghost Nebula, and receives almost no direct light from the planet's primary star. As a result, Umbaran eyes are well-adjusted to seeing in low light, and can see into the ultraviolet spectrum, but can be disoriented by bright light.

\n

Society and Culture

\n

Umbaran society is strictly divided into a leveled caste system, with most Umbarans constantly scheming to improve their social rank, using tactics such as blackmail, subterfuege, and even assassination if necessary. Only those within the ten highest caste tiers were given opportunities to leave their homeworld. Because of the cutthroat machinations required to get there, Umbarans in the wider galaxy are known as skilled, ruthless politicians. This reputation is enhanced by the Umbarans' talents for reading and influencing the emotions of others. Umbara developed its own technological advances separate from galactic society, and possessed technology that was in many fields far more advanced than the galactic standard.

\n

Names

\n

Umbaran names are typically no more than one or two syllables. Surnames are familial.

\n

  Male Names. Mee, Pir, Nyss, Moshenu
  Female Names. Sly, Syll, Myn, Sata
  Surnames. Deechi, Moore, Phobi, Nenn

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma or Wisdom score increases by 1.

\n

Age. Umbarans reach adulthood in their late teens and live less than a century.

\n

Alignment. Umbarans' desire to improve their social standing at all costs causes them to tend towards chaos, though there are exceptions

\n

Size. Umbarans typically stand 5 to 6 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Superior Darkvision. You've lived most of your life without direct sunlight. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Umbaran Specilization. You have proficiency in one of the following skills: Insight, Technology, Deception, or Perception.

\n

Tech Dabbler. You know the ward at-will tech power. When you reach 3rd level, you can cast the analyze tech power once per day. When you reach 5th level, you can also cast the infiltrate tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

\n

Shadow People. You can attempt to hide even when you are only lightly obscured by dim light.

\n

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

\n

Languages. You can speak, read, and write Galactic Basic and Umbaran. Umbaran is characterized by its blending of technical jargon with informal language. It is rarely spoken off Umbara.

"},"skinColorOptions":{"value":"Pale grey or white"},"hairColorOptions":{"value":"White"},"eyeColorOptions":{"value":"White"},"distinctions":{"value":"Blue tinted skin and sunken, colorless eyes"},"heightAverage":{"value":"4'11\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Umbara"},"slanguage":{"value":"Umbaran"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Umbaran","mode":"=","targetSpecific":false,"id":1,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"umbaran","mode":"+","targetSpecific":false,"id":8,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Umbaran.webp","effects":[{"_id":"UYCnNjKYqbeNq6n8","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Umbaran","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (120 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"umbaran","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Umbaran.webp","label":"Umbaran","tint":"","transfer":true}]} -{"_id":"h2B9s7eE6cjqsm97","name":"Tarasin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Tarasins are tall reptilians covered in translucent scales that allows the species' color-changing skin below to show through. Tarasins also have a colorful fan of flesh and scales—known as a kampo—that opens around their heads when they experience strong emotional distress, which can be a detriment to negotiations, as it is difficult for a tarasin to hide discomfort. This color-changing ability is useful for camouflage and communication, and the scales naturally repel heat. Some examples of colors they take on include being brown when calm and in a comfortable environment, or becoming red after extended exertion or when excited. Tarasins also have short spines that protrude from their forearms—known as a sa'tosin—which give the creatures the ability to sense the use of the Force. Tarasins are naturally curious and protective but also slow to anger. What they lack in sheer physical strength they make up for with a brilliant intellect.

\n

Society and Culture

\n

Tarasins live in a tribal system in the jungle underbrush of Cularin, grouping together in clans called irstat. The tarasin believe they have a symbiotic relationship with Cularin, and their religion is based around the appreciation of the natural world. This closeness with their homeworld is what makes the tarasin reluctant to leave it for an extended time. The tarasin have a strong connection with the Force, and their spiritual leaders are often able to call upon the Force in small ways. The tarasin believe that the ch'hala tree is sacred. This may have been influenced by the trees having a similar ability to shift their colors as the tarasin, but it is also the most unique tree on Cularin.

\n

Names

\n

Tarasin names are generally very soft and melodic. Names are agendered, and surnames are not used.

\n

  Names. Feliosa, Misona, Nissira, Vylana, Ziransa

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

\n

Age. Tarasins reach adulthood at 10 and live less than 80 years.

\n

Alignment. Tarasins' curious yet composed nature causes them to tend toward balanced alignments, though there are exceptions.

\n

Size. Tarasins typically stand 5 to 6 feet tall and generally weigh about 130 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Chameleon Skin. Your scales are translucent, allowing your color-shifting skin to help you blend into your surroundings. You have proficiency in the Stealth skill. Additionally, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

\n

Jungle Dweller. Growing up in the jungles of Cularin has left an impact. You don't treat jungle terrain as difficult terrain.

\n

Naturalist. You have proficiency in the Nature skill.

\n

Sa'tosin Sense. Tarasins have short spines called sa'tosin that allow them to sense the use of the Force. You are constantly under the effects of the force power sense force, though the power does not require concentration for you.

\n

Languages. You can speak, read, and write Galactic Basic and Tarasinese. You can communicate non-verbally with other tarasins through use of a complex system of skin color changes.

"},"skinColorOptions":{"value":"Translucent; varies with emotion"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Red, orange, yellow, or black"},"distinctions":{"value":"Reptillian, sa'tosin spines"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Cularin"},"slanguage":{"value":"Tarasinese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Tarasin","mode":"=","targetSpecific":false,"id":1,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.skills.nat.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Skills Nature"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.custom","value":"Tarasinese","mode":"+","targetSpecific":false,"id":9,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Traits Language Custom"}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Tarasin.webp","effects":[{"_id":"uKYIAfObGqCfU8TK","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Tarasin","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.skills.nat.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.custom","value":"Tarasinese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Tarasin.webp","label":"Tarasin","tint":"","transfer":true}]} -{"_id":"hqjEIyWIhRtvrG2r","name":"Kyuzo","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A lanky, bipedal humanoid species, the Kyuzo originate on the gravity-heavy Outer Rim world of Phatrong. Kyuzo are tall and slender, though their appearance belies their strength and quickness. Due to the uncommon makeup of their homeworld's atmosphere, Kyuzo frequently wear corrective lenses and a highly pressurized filter mask over their faces to protect their sensitive respiratory systems and assist them in coping with uncomfortable climates like galactic standard habitable environments. As well as causing respiratory and vision problems, exposure to such conditions causes a Kyuzo to become ill within in a short period of time, interfering with their ability to concentrate and slowing them down.

Society and Culture

A species known for its strong sense of justice and honor, most Kyuzo regard oaths and contracts as unbreakable and many species seek them as mercenaries, law-enforcement personnel and bounty hunters. A highly political species, the Kyuzo developed societies that span considerable geographical areas, and most identify as members of a particular country or region. Most major islands and continents on Phatrong are their own political units, though they do form a loose confederacy.

Names

Male names typically end in vowels, while female names end in consonants. Surnames are based on region.

  Male Names. Drego, Embo, Khalu, Mhali, Zuvio

  Female Names. Catras, Garing, Streehn, Turung

  Surnames. Brihney, Ghall, Khambey, Maway, Vori","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1.

Age. Kyuzo reach adulthood in their late teens and live less than a century.

Alignment. Kyuzos' belief in justice and honor cause them to tend toward lawful balanced, though there are exceptions.

Size. Kyuzo typically stand between 6 and 7 feet tall and weigh around 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your natural evolution allows you to see what others do not in dim and dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Foreign Biology. Kyuzo struggle in atmospheres other than those of Phatrong. You wear a filter mask, and if your mask is removed while you are in such an environment, you lose consciousness.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Languages. You can speak, read, and write Galactic Basic and Kyuzo. Kyuzo is characterized by short words and quick phrases. Kyuzo struggle with Galactic Basic as it is grammatically dissimilar to Kyuzo.

"},"skinColorOptions":{"value":"Green, ranging from lighter olive shades to deep blue-green colors"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Compound or slit-pupiled eyes, dense musculature, suffer from respiratory and vision problems in standard gravity environments"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Phatrong"},"slanguage":{"value":"Kyuzo"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kyuzo","mode":"=","targetSpecific":false,"id":1,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"kyuzo","mode":"+","targetSpecific":false,"id":8,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Kyuzo.webp","effects":[{"_id":"l6mvsrEqudRi4cVt","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Kyuzo","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"kyuzo","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kyuzo.webp","label":"Kyuzo","tint":"","transfer":true}]} -{"_id":"hwuUVRDaMiH8eIZv","name":"Shistavanen","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Shistavanen have pronounced muzzles, sharp claws, long pointed teeth, and pointed ears set on top of their heads. Shistavanen also possess large glowing eyes, and can also run at high speeds for long periods without getting tired, alternately using two or four limbs. As predators, they possess keen hearing and smell and excellent night vision.

Society and Culture

As a species, the Shistavanen are isolationists. The species colonized all the unpopulated worlds in the Uvena system to prevent them from being settled by non-Shistavanen, and their restrictive trade laws (which are unapologetic in how they favor their own kind over off-world traders). Most of their society uses technology similar to the rest of the galaxy, though some parts of Uvena Prime use slightly less sophisticated technology.\r\n\r\nA minority of Shistavanen are more outgoing, and travel the galaxy's hyperlanes. Even these Shistavanen usually remain by themselves or with other Shistavanen. Due to their natural predatory instincts, Shistavanen commonly find employment as scouts, mercenaries and bounty hunters. Many other species react badly to Shistavanen, since their isolationist culture makes them an unfamiliar sight, and their predatory appearance put other species on edge.

Names

Shistavanen first names typically sound graceful, while their surnames are more gutteral. Surnames are familial.

  Male Names. Bustuc, Hulvav, Kembol, Nemdav, Sirul

  Female Names. Gaeft, Laer, Recloz, Shaalir, Thovnim

  Surnames. Ghirat, Lakrevl, Meq, Nukroft, Rosk","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Shistavanen reach adulthood in their late teens and live less than a century.

Alignment. Shistavanen are private and tend toward no particular alignment. The best and worst are found among them.

Size. Shistavanen typically stand around 6 feet tall and weigh between 140 and 190 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fang and Claw. You are proficient with your fangs and claws, which deal 1d4 kinetic damage on a hit.

Forced March. Shistavanen are able to maintain a fast pace longer than other species. Shistavanen have advantage on Constitution saving throws made to avoid Exhaustion due to prolongued travel, as described in Chapter 8.

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

Regenerative. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.

Languages. You can speak, read, and write Galactic Basic and Shistavanen. The Shistavanen language is characterized by its barks and growls.

"},"skinColorOptions":{"value":"Black or light to dark brown"},"hairColorOptions":{"value":"Black, light to dark brown, grey (usually with age)"},"eyeColorOptions":{"value":"Black or gray"},"distinctions":{"value":"Lupine appearance, enhanced senses, increased speed, increased strength, healing ability"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Uvena Prime"},"slanguage":{"value":"Shistavanen"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Shistavanen","mode":"=","targetSpecific":false,"id":1,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"shistavanen","mode":"+","targetSpecific":false,"id":8,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Shistavanen.webp","effects":[{"_id":"uIcJ7M92lT53GK8n","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Shistavanen","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"shistavanen","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Shistavanen.webp","label":"Shistavanen","tint":"","transfer":true}]} -{"_id":"i9lpGdxKYK7GiHEC","name":"Kel Dor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Due to Dorin having an atmosphere composed of helium and a gas unique to their world, the kel dors are forced to wear an antiox breath mask and protective goggles whenever in atmospheres of a different composition. Without their protective goggles, kel dors were considered effectively blind when away from Dorin. They were also able to survive in the vacuum of space for a short time, though it was unknown exactly how long they could withstand it.

The kel dors also have heightened reflexes, a result of the extrasensory organs in their heads. They are typically quick and wise.

Society and Culture

Kel dor are noted for their simple approach to justice, and they typically see moral issues in black and white. On the one hand, the kel dors are noted for their hospitality; they would never turn away a stranger in need. Yet, kel dors are not averse to taking the law into their own hands and have no compunctions about putting to death a thief who was merely stealing to feed himself.

Kel dor Force-sensitives are often trained as Baran Do Sages, who have an honored place in kel dor culture. They often serve as advisers to rich and powerful kel dor families. Wars and disasters have been averted simply by the insight of a Baran Do Sage.

Names

Kel dor names are based on sound generated by Dorin's unique atmosphere. Surnames are based on ancient family trades.

  Male Names. Bil, I'zers, Nullo, Taciss, Zaln

  Female Names. Arri'ku, Bhi're, Chu, So'ro, Thirza

  Surnames. Andugai, Borak, Haimnech, Vitchess

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.

Age. Kel dor reach adulthood in their late teens and live less than a century.

Alignment. Kel dors' structured nature causes them to tend toward lawful balanced, though there are exceptions.

Size. Kel dor typically stand around 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your natural evolution allows you to see what others do not in dim and dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Foreign Biology. You cannot breathe oxygen. The kel dors have created a breathing apparatus to negate the negative effects of living in an oxygen rich environment, but if your mask is removed while you are in such an environment, you lose consciousness.

Life in the Void. You can survive for one hour within the vacuum of space. You have resistance to Necrotic damage.

Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.

Languages. You can speak, read, and write Galactic Basic and Kel Dor.

"},"skinColorOptions":{"value":"Orange, red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, silver"},"distinctions":{"value":"Rebreathers to survive in oxygen environments"},"heightAverage":{"value":"4'6\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"80 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Dorin"},"slanguage":{"value":"Kel Dor"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kel Dor","mode":"=","targetSpecific":false,"id":1,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.dr.value","value":"necrotic","mode":"+","targetSpecific":false,"id":7,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Language Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"keldor","mode":"+","targetSpecific":false,"id":10,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Kel%20Dor.webp","effects":[{"_id":"vtxUoVv6RYKs79hH","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Kel Dor","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":0},{"key":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"keldor","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kel%20Dor.webp","label":"Kel Dor","tint":"","transfer":true}]} -{"_id":"iXMkDfD6yEboDZF4","name":"Half-Human","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The appearance and biological features of half-humans vary drastically by each species, but tend to fall somewhere in the middle. A common side-effect of a species interbreeding with humans is the loss of darkvision and tails.

\n

Society and Culture

\n

Half-humans are subjects of two separate cultures, but belong in neither. A half-human might be raised amongst humans or their other half, or might be fully ostracized, instead growing up in a remote, isolated place, removed from both species.

\n\n\n\n\n\n\n
\n

Traits

\nHalf-humans gain the Defiant special trait from their human half. They also gain the special traits from their non-human half, except for those trait(s) mentioned in the Half-Human table above.
\n

Names

\n

Half-human names might follow human conventions, or that of the other half. Often, they blend the two in some fashion, perhaps taking a human surname, with a special name.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Half-humans gain the ability score increases of their non-human half, but they can choose any ability score for one of the options, instead of the given option.

\n

Age. Half-humans live around the average of the two species' lifespans.

\n

Alignment. Half-humans tend towards their non-human half's alignment.

\n

Size. Half-humans stand and weigh around the average of the two species' height and weight. Regardless of your position in that range, your size is the size of your non-human half.

\n

Speed. Your base walking speed is that of your non-human half.

\n

Defiant. Half-humans are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll's outcome. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Languages. You can speak, read, and write Galactic Basic, regardless of whether or not the non-human half can speak it, and the language(s) associated with your non-human half.

\n
\n

Inherited Traits

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Aing-TiiArmored Plates
AleenaRacer's Reflexes
AqualishDarkvision
ArdennianDarkvision
BarabelDarkvision
BesaliskPowerful Build
BithDetail Oriented
BothanNaturally Stealthy
CatharFeline Agility
CereanKeen Mind
Chadra-FanSecond Heart
ChagrianDarkvision
ChevinKeen Hearing
ChissDarkvision
ClawditeUnsettling Visage
Codru-JiKeen Hearing
DashadeForce Contention
DefelHidden Step
DevaronianTwo Livered
DraethosDarkvision
DugFury of the Small
DurosDarkvision
EchaniCombative Culture
EwokMask of the Wild
FalleenClosed Mind
GamorreanSavage Attacks
GandLungless
GeonosianGeonosian Weaponry
GivinVacuum Sealed
GotalNatural Empathy
GranKeen Sight
GunganMartial Proficiency
HarchVenomous Fangs
HerglicToughness
IktotchiPrecognition
IthorianHold Breath
JawaGrovel, Cower, and Beg
KageSuperior Darkvision
KaleeshDarkvision
KaminoanGeneticist, Ultraviolet Sight
KarkarodonAggressive
Kel DorDarkvision
KillikCarapace
KlatooinianWisdom of the Elders
KubazDarkvision
KushibanGrovel, Cower, and Beg
KyuzoDarkvision
LannikForce Attunement
LasatPowerful Build
MiralukaForce Sight
MirialanSpiritual
Mon CalamariDarkvision
MustafarianDarkvision
MuunSecond Heart
NautolanDarkvision
NeimoidianDarkvision
NoghriKeen Smell
OrtolanGrovel, Cower, and Beg
QuarrenKeen Hearing
Pa'lowickHold Breath, Snout
Pau'anDarkvision
PykeMercantile, Notorious Slavers
RattatakiSurprise Attack
RishiiKeen Hearing and Sight
RodianDarkvision
SelkathVenomous Claws
ShistavanenDarkvision, Forced March
Ssi RuuKeen Smell, Sunlight Sensitivity, Tooth and Nail
SithDarkvision
SquibKeen Smell
SullustanDarkvision
TalzDarkvision
ThisspiasianPrehensile Tail
TogorianToughness
TogrutaDarkvision
ToydarianClosed Mind
TrandoshanSaving Face
TuskenAggressive
Twi'lekDarkvision
UgnaughtDarkvision
UmbaranDarkvision
VerpineHardened Carapace
VossDarkvision
VurkDarkvision
WeequayDarkvision
WookieeDarkvision
YevethaAggressive
ZabrakDarkvision
ZeltronTwo Livered
ZygerrianDarkvision
\n
\n
"},"skinColorOptions":{"value":"Varies"},"hairColorOptions":{"value":"Varies"},"eyeColorOptions":{"value":"Varies"},"distinctions":{"value":"Varies"},"heightAverage":{"value":"Varies"},"heightRollMod":{"value":"Varies"},"weightAverage":{"value":"Varies"},"weightRollMod":{"value":"Varies"},"homeworld":{"value":"Varies"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Half-Human","mode":"=","targetSpecific":false,"id":1,"itemId":"7v1QY9ZeAn1zRk7K","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":2,"itemId":"7v1QY9ZeAn1zRk7K","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Half-Human.webp","effects":[{"_id":"ijcI8bBJYOzbQxAH","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Half-Human","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0}],"duration":{},"icon":"systems/sw5e/packs/Icons/Species/Half-Human.webp","label":"Half-Human","transfer":true}]} -{"_id":"j23Pg39ef3OEK3O4","name":"Rattataki","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Rattataki are a near-human species characterized by their nimble movements, chalk-white skin and oft-bald heads. Virtually isolated from the rest of the galaxy, the Rattataki developed a violent society on their home planet of Rattatak, which involves extensive gladiatorial combat.

Society and Culture

While most other inhabitants of Rattatak came from the Unknown Regions, there are a significant number of off-worlder mercenaries who come to Rattatak from time to time, likely to view or participate in gladiatorial combat, only to be stranded there permanently. The remarkably harsh conditions on the planet nearly drove its population to extinction. For eons, the Rattataki constantly battled amongst themselves and their fellow inhabitants (represented primarily by Humans, Zabraks, Siniteens, Vollick, and Weequay) over the planet's limited resources. Despite being nearly completely isolated from the outside galaxy, the Rattataki displayed remarkable initiative and continually created new ways to kill each other.\r\n\r\nRattataki culture is bloody and unforgiving. Punishment for even the smallest crimes is unnecessarily harsh, which does little to quell that behavior. In fact, Rattataki who are known to commit crimes without being caught are celebrated.

Names

Rattataki names are harsh sounding and short. Surnames are familial, though many Rattataki abandon them in favor of self-aggrandizing titles.

  Male Names. Aidus, Charnagus, Karok, Veran

  Female Names. Amaran, Kassien, Silas, Sraja, Vol

  Surnames. Anjek, Danvik, Degger, Kolla, Venkorr","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity or Intelligence score increases by 1.

Age. Rattataki reach adulthood in their late teens and live less than a century.

Alignment. Rattataki are self-serving and violent which causes them to tend toward the dark side, though there are exceptions.

Size. Rattataki typically stand about 5 and a half feet tall and weigh 140 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Acrobatic. You have proficiency in Acrobatics.

Intimidating. You have proficiency in Intimidation.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Rattataki. Rattataki is known for have an inordinate amount of curses.

"},"skinColorOptions":{"value":"Chalk-white"},"hairColorOptions":{"value":"Brown, grey or white"},"eyeColorOptions":{"value":"Grey or white"},"distinctions":{"value":"Near-human features, white skin, usually with a bald head, often tattooed"},"heightAverage":{"value":"4'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Rattatak"},"slanguage":{"value":"Rattataki"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Rattataki","mode":"=","targetSpecific":false,"id":1,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":4,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.acr.value","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Skills Acrobatics"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rattataki","mode":"+","targetSpecific":false,"id":8,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Rattataki.webp","effects":[{"_id":"1peB1cOJ8IYxY5Cw","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Rattataki","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":35,"mode":5,"priority":5},{"key":"data.skills.acr.value","value":1,"mode":4,"priority":20},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"rattataki","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Rattataki.webp","label":"Rattataki","tint":"","transfer":true}]} -{"_id":"l2ltw1L7Ri1xzDx5","name":"Falleen","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Falleen are distinguished by their mottled green or red skin, ridged skulls, and their long, black hair which they typically wear in ponytails. The sleek symmetry of their features, calculating and cold demeanors, their exotic looks, and their ability to alter their skin pigmentation make the Falleen often considered to be among the most aesthetically pleasing beings in the galaxy. In addition to their strikingly beautiful appearance, the Falleen exude pheromones which makes them all but irresistible to both sexes.\r\n\r\nThe Falleen are semi-aquatic, being able to hold their breath underwater for an extended period of time. Fallen are one of few species that are resistant to manipulation by the Force.

Society and Culture

Falleen society is of a feudal nature, with noble houses ruling over the lower classes. The upper echelons of Falleen aristocracy are rife with politics and intrigue, though they rarely spill blood over disputes or reduce themselves to open warfare.\r\n\r\nAs a cold-blooded species, the Falleen respect discipline and control, particularly self-control. They tend to shun public displays of emotion, and are very patient. As a result of this attitude, they tend to look down on the more openly passionate, whom they see as lacking self-control. Indeed, the Falleen as a species have a towering sense of superiority, reflecting on their view of Falleen as the civilized and cultural center of the galaxy, rather than Coruscant.

Names

Falleen favor names with Z and X sounds. They are usually accompanied by a surname, which is familial.

  Male Names. Xomit, Xizor, Xist, Zenex, Zurros

  Female Names. Xora, Trezza, Mylla, Zule, Annaz

  Surnames. Grunseit, Croom, Moz, Xiss, Mythric","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Falleen reach adulthood in their late teens and live up to 250 years.

Alignment. Falleen societal structure causes them to tend to be lawful balanced, though there are exceptions.

Size. Falleen typically stand between 5 and 6 feet tall and weigh around 165 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Closed Mind. Falleen brains have an unusual composition which make them resistant to influence from the Force. You have advantage on Wisdom and Charisma saving throws against force powers.

Enthralling Pheromones. You can use your pheromones to influence individuals of both sexes. Whenever you roll a 1 on a Charisma (Persuasion) check, you can reroll the die and must use the new roll. Additionally, once per short or long rest, you can treat a d20 roll of 9 or lower on a Charisma check as a 10. This feature has no effect on droids or constructs.

Hold Breath. You can hold your breath for up to 1 hour at a time.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Languages. You can speak, read, and write Galactic Basic and Falleen. Falleen is characterized by its common use of the Z and X sounds, of which the Falleen are fond.

"},"skinColorOptions":{"value":"Green, red"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Black, brown"},"distinctions":{"value":"Ridged skulls, dorsal spine"},"heightAverage":{"value":"4'7\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Falleen"},"slanguage":{"value":"Falleen"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Falleen","mode":"=","targetSpecific":false,"id":1,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"falleen","mode":"+","targetSpecific":false,"id":7,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Falleen.webp","effects":[{"_id":"MG89qb6cGFBKJaYv","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Falleen","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":"2","mode":2,"priority":20},{"key":"data.abilities.dex.value","value":"1","mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"falleen","mode":0,"priority":0}],"duration":{},"icon":"systems/sw5e/packs/Icons/Species/Falleen.webp","label":"Falleen","transfer":true}]} -{"_id":"lnvxVUlhhISkcYUy","name":"Nautolan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Nautolans possess physiology common to amphibious species, including low light vision and excellent swimming skills. Their bony endoskeleton and dense cartilage make them tough and resistant to glancing blows. An egg-laying species, Nautolans emerge from their egg as a tadpole that develops arms, legs, and head-tails during their second year of life. Roughly the same size as a Human infant during this time, their limbs are weak and unable to support their weight, forcing youthful Nautolans to remain in aquatic environments for much of their childhood.

Society and Culture

The society developed by the Nautolans on Glee Anselm is centralized around local families and governments. The centralized government of Glee Anselm is comprised of representatives from the Council of Elders that govern each settlement. Elders are elected on merit, and can be made up of youthful politicians as well as the most aged members of the society. A culture that promotes life-long mates, Nautolan families are characterized by their loyalty between spouses and the equality of the sexes in the household. Arranged marriages are not uncommon. \r\n\r\nNo cultural affinity for the Force ever developed on Glee Anselm, though members of the Nautolan species recognize its importance and respected those among them that were Forceful.

Names

Nautolan names are generally short and melodic. Female names usually end in a vowel. Surnames are familial.

  Male Names. Brod, Knirkoc, Peng, Tikuwik, Zesufreat

  Female Names. Doli, Hahi, Thamlymyo, Usha, Zezu

  Surnames. Iarre, Rirrall, Sompanong, Uzumdall","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Nautolans reach adulthood in their early teens and live about 70 years on average.

Alignment. Nautolans' benevolence cause them to tend toward the light side, though there are exceptions.

Size. Nautolans typically stand 5 to 6 feet tall and rarely weigh more than 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Amphibious. You can breathe air and water.

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Insightful. Nautolan head tentacles are adept at determining moods. You have advantage on Wisdom (Insight) checks to determine emotions.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Nautila. Nautila is unique in that it can only be properly pronounced underwater due to its use of pheromones in addition to spoken sounds. In any other environment, the language loses a great amount of detail; that Nautolans find this annoying.

"},"skinColorOptions":{"value":"Blue, brown, green, purple, or grey"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, brown, or red"},"distinctions":{"value":"Extrasensory head tentacles capable of detecting chemicals"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Glee Anselm"},"slanguage":{"value":"Nautila"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Nautolan","mode":"=","targetSpecific":false,"id":1,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"nautila","mode":"+","targetSpecific":false,"id":9,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Nautolan.webp","effects":[{"_id":"nlORbLb6xwbjSHm8","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Nautolan","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":"2","mode":2,"priority":20},{"key":"data.abilities.wis.value","value":"1","mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":"35","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"nautila","mode":0,"priority":0}],"duration":{},"icon":"systems/sw5e/packs/Icons/Species/Nautolan.webp","label":"Nautolan","transfer":true}]} -{"_id":"mIjqvsE8saU2ioea","name":"Duros","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The duros are humanoids with smooth blue-green skin, red eyes, lipless mouths, long thin noseless faces and green blood. Olfactory organs beneath their eyes are responsible for their sense of smell. Both females and males are bald, though both genders are easily distinguished. Their large red goggle-like eyes have slit pupils. Duros females lay eggs as they are descended from ancient reptiles, and they are born in a larval grub stage. Unlike similar species, the duros take care of their offspring from birth.

Society and Culture

Their home planet Duro is primarily uninhabited due to massive pollution on the world over time. Instead, it is covered with automated farms for food production. The duros live in twenty orbital space cities above the planet.

The duros also established a vast, grand starship construction industry in the Duro system. The duros set up their government around a consortium of starship construction corporations, with all important political decisions made by the stockholders of the corporations. This meant that any duros that held stock in a company could participate in the administration of the system.

With their strong memories, some duros also choose to become extraordinary storytellers, renowned galaxy-wide for their ability to learn a wide range of narratives by heart, and perform them all with stunning accuracy.

Names

Duros names are generally melodic, with female names having softer intonations. Surnames are familial.

  Male Names. Cir, Fod, Mom, Rur, Zim

  Female Names. Chochi, Fumsu, Kaleshef, Raada

  Surnames. Dektuks, Jimoks, Silt, Tuzig, Zhoks

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Duros reach adulthood in their 20s and live an average of 150 years.

Alignment. Duros tend toward no particular alignment. The best and worst are found among them.

Size. Duros stand around 6 feet tall and weigh around 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Galactic Traveler. You have proficiency in Lore.

Pilot. You have proficiency in Piloting.

Tech Resistance. Growing up around technology leaves an impact on duros. You have advantage on Dexterity and Intelligence saving throws against tech powers.

Languages. You can speak, read, and write Galactic Basic and Durese. Durese is a common interstellar tongue used by prominent spacers and traders.

"},"skinColorOptions":{"value":"Blue, green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Noseless, large red eyes, affinity for space travel"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Duro"},"slanguage":{"value":"Durese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Duros","mode":"=","targetSpecific":false,"id":1,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"=","targetSpecific":false,"id":5,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"=","targetSpecific":false,"id":6,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"=","targetSpecific":false,"id":7,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Skills Piloting"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"durese","mode":"+","targetSpecific":false,"id":9,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":10,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Duros.webp","effects":[{"_id":"sz5oR4T4w3PXpQR9","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Duros","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":5},{"key":"data.skills.pil.value","value":1,"mode":4,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"durese","mode":0,"priority":0},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Duros.webp","label":"Duros","tint":"","transfer":true}]} -{"_id":"makOvwAjjnxtlIki","name":"Kage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The kage are a pale-skinned sentient species native to the caverns in the planet of Quarzite. The kage have a long-time conflict with the belugans, consistently at odds with them. During the Clone Wars, Otua Blank ordered the capture of Pluma Sodi to marry her, she was later given back to the Kage Warriors by Asajj Ventress.

Society and Culture

The kage are a dedicated people of physical excellence; they train tireless and elite fighter-monks known as Kage warriors. They tend to use weapons with electric or disruptive properties, but they are also great fighters in unarmed combat. Kage warriors are respected in Kage society as the greatest calling a kage might follow.\r\n\r\nKage also share an affinity with animals, most notably the native multi-legged milodon, developing a symbiotic relationship. They use the milodon as transport; they can keep pace with the subtram transports that supply belugan strongholds, and launch raids that often catch the belugan security forces off-guard.

Names

Kage names are generally multisyllable with melodic intonations. Surnames are familial.

  Male Names. Baalin, Forta, Krismo, Rafa, Timko

  Female Names. Chena, Fari, Moora, Ooni, Pluma

  Surnames. Buno, Keeli, Nima, Sodi, Tani","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Kage reach adulthood in their late teens and live less than a century.

Alignment. Kages' rigid sense of honor causes them to tend toward lawful light side, though there are exceptions.

Size. Kage typically stand between 5 and 6 feet tall, and weigh around 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Animal Handler. You are proficient in Animal Handling.

Athletic. You have proficiency in the Athletics skill.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Superior Darkvision. You've lived most of your life without direct sunlight. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Weapon Training. Kage are adept warriors. You are proficient with the electroprod and electrostaff.

Languages. You can speak, read, and write Galactic Basic and one language of your choice.

"},"skinColorOptions":{"value":"Gray, white"},"hairColorOptions":{"value":"Gray, pale yellow, white"},"eyeColorOptions":{"value":"Green, pink, red, yellow"},"distinctions":{"value":"Athleticism, pale skin, piercing eyes"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"95 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Quarzite"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kage","mode":"=","targetSpecific":false,"id":1,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"+","targetSpecific":false,"id":4,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ani.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Skills Animal Handling"},{"modSpecKey":"data.skills.ath.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Skills Athletics"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.weaponProf.custom","value":"electroprod","mode":"+","targetSpecific":false,"id":9,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"electrostaff","mode":"+","targetSpecific":false,"id":10,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":11,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Kage.webp","effects":[{"_id":"i0cnHmFVkjW8q1nQ","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Kage","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":20},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.ani.value","value":1,"mode":4,"priority":20},{"key":"data.skills.ath.value","value":1,"mode":4,"priority":20},{"key":"data.traits.senses","value":"Darkvision (120 ft.)","mode":2,"priority":20},{"key":"data.traits.weaponProf.custom","value":"electroprod","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"electrostaff","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kage.webp","label":"Kage","tint":"","transfer":true}]} -{"_id":"oEw3G4UgU49S6Fgg","name":"Togorian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Togorian people are a feline warrior species native to the planet Togoria. They are large, heavy-framed bipeds, with retractable claws on their hands and feet. Female Togorians grow up to 7 feet tall, while adult males can reach up to 9 feet. They're covered in gray-white, black, brown, or orange fur, often with colorful spots or stripes.

Society and Culture

Togorians have a unique cultural division between their sexes. They evolved as nomadic hunters of creatures like the bist and etelo, surviving on the wilderness as apex predators. As time went on, a rift in their society developed between the two sexes. Males were drawn to continue their lifestyle as nomads and hunters for their people, while females tended to prefer remaining in permanent camps and contributed the vast majority of their species technological developments. This division has continued into modern times, with males continuing their nomadic traditions and females frequently preferring to stay in villages and cities. Males visit their mates for about a month each year, but otherwise the sexes live completely separate lives. Whether in spite of this separation of the sexes, or because of it, Togorians are typically monogamous and devoted to their chosen mates.

Names

Togorian names tend to be short and primal-sounding. Female names tend to include softer consonants and more vowels, while male names are typically harsher. Togorians do not use surnames.

  Male Names. Mezgraf, Mlatar, Morto, Mrrov, Torr

  Female Names. Coelle, Elotis, H'sishi, Kra'ake, Rrowv","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity or Constitution score increases by 1.

Age. Togorian reach adulthood in their late teens and live less than a century.

Alignment. Togorians' rigid sense of honor causes them to tend toward lawful light side, though there are exceptions.

Size. Togorians tower over almost all other species, with smaller females standing upwards of 7 feet tall and weighing 250 lbs., while males can easily reach 8 feet tall and weigh around 350 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Togorians have retractable claws. You are proficient with your claws, which deal 1d6 kinetic damage on a hit.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Stealthy Hunter. You have proficiency in the Survival and Stealth skills.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Languages. You can speak, read, and write Galactic Basic and Togorese. Togorese is characterized by its deep, resonating growls.

"},"skinColorOptions":{"value":"Black, brown, or white"},"hairColorOptions":{"value":"Black, brown, orange, or white"},"eyeColorOptions":{"value":"Brown, green, orange, or yellow"},"distinctions":{"value":"Large frame, retractable claws, striped fur, rigid honor code"},"heightAverage":{"value":"6'2\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"175 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Togoria"},"slanguage":{"value":"Togorese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Togorian","mode":"=","targetSpecific":false,"id":1,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":" med","mode":"=","targetSpecific":false,"id":4,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"togorese","mode":"+","targetSpecific":false,"id":9,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Togorian.webp","effects":[{"_id":"AwKbuyAocEAz5vyD","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Togorian","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"togorese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Togorian.webp","label":"Togorian","tint":"","transfer":true}]} -{"_id":"pyQLjJTchPbo9k7o","name":"Chadra-Fan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Chadra-Fan are covered from head to foot in fur. Their species evolved from small, arboreal rodents. The two different sexes of Chadra-Fan are indistinguishable to other species, though the Chadra-Fan could readily tell the difference using their powerful sense of smell. Chadra-Fan also have involuntary pheromones that conveyed information about their family line and created an aura of attractiveness. Other voluntary pheromones often conveyed a Chadra-Fan's state of emotion-anger, fear, or joy. Chadra-Fan even create more complex messages using their pheromones, though the pheromones when mixed sometimes caused confusion. They are unique in the fact that they had clear blood.

\n

Society and Culture

\n

The society of Chadra-Fan is divided into a clan structure in which every member is responsible for parenting the clan's children; a fact of life is that every household is open at any time. Leadership within the clan is a temporary role that is passed from one individual to another as the situation calls for a particular expertise. Children are the centerpiece of a Chadra-Fan community, and only leave when wed. However the new Chadra-Fan couple remain with the smaller clan so it was possible that a Chadra-Fan never leaves his or her home. Chadra-Fan left by themselves suffer depression, so they regularly seek the company of others; thus, Chadra-Fan are not very picky when it came to friends and prefer complete strangers to loneliness.

\n

Names

\n

Chadra-Fan names do not vary significantly based on sex. Surnames are clan based.

\n

  First Names. Dubi, Kattar, Naska, T'yabah, O'yasha

\n

  Surnames. Abalomm, Fandy, Nemm, Nuz, Yedit

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

Age. Chadra-Fan reach adulthood by 15 and live an average of 40 years.

Alignment. Chadra-Fan's open, clan-based culture cause them to tend toward the light side, though there are exceptions.

Size. Chadra-Fan stand 3-4 feet tall and weigh about 45 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Climb. You have a climbing speed of 25 feet.

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

Second Heart. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Tinker. You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, emit an onerous smell for 1 minute. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

Trance. Chadra-Fan only require 2 hours of sleep a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Chadra-Fan. The Chadra-Fan language is characterized as being nasally and squeaky.

","source":"Expanded Content"},"skinColorOptions":{"value":"Black, brown, or grey"},"hairColorOptions":{"value":"Black, brown, or grey"},"eyeColorOptions":{"value":"Dark"},"distinctions":{"value":"Large ears, flat noses with four nostrils"},"heightAverage":{"value":"2'8\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Chad"},"slanguage":{"value":"Chadra-Fan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.traits.size","value":"Chadra-Fan","mode":"=","targetSpecific":false,"id":1,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":"=","targetSpecific":false,"id":6,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.toolProf.custom","value":"Tinker's tools","mode":"+","targetSpecific":false,"id":7,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Traits Tool Prof Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"chadra-fan","mode":"+","targetSpecific":false,"id":9,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Traits Language"}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Chadra-Fan.webp","effects":[{"_id":"6clSr6rfOZJaWWiM","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.traits.size","value":"Chadra-Fan","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":5},{"key":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":5,"priority":5},{"key":"data.traits.toolProf.value","value":"tin","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"chadra-fan","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Chadra-Fan.webp","label":"Chadra-Fan","tint":"","transfer":true}]} -{"_id":"rdzFkdBXmzoRVFhw","name":"Chiss","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The chiss are a near-human species distinguished by their blue skin and glowing red eyes. Genetic analysis indicate that they are an offshoot of humanity, and it is believed that moving underground led to a divergence between them and baseline Humans. Their blue skin, jet black hair and red eyes generally command attention; these features make them physically striking and instantly recognizable.

Society and Culture

Chiss society is highly structured and ordered with the rule of law being enforced by a group of four affiliations known as the Ruling Families: the Csapla, Nuruodo, Inrokini and Sabosen. These are not biological family groupings but instead different branches of their government. Every chiss claims affiliation to one of the four families, as determined by both tradition and place of birth. The family names are more of a cultural holdover; the bloodlines had grown so co-meddled that any chiss could claim affiliation to any of the ruling families. In spite of the outward impression of calm and order that the chiss like to project to outsiders, there were evidently tensions within the Families; political assassinations are a real part of chiss political life for the Ruling Families.

Names

A chiss true-name has 3 parts, each separated by an apostrophe. The first part is their family name, the second part is their root name, and the third part is their occupation. Chiss rarely share their true-name with non-chiss, and usually go by their root name. Male and female names do not significantly deviate.

  Names. Crorcu'ecuk'unist, Dash'esoru'ishur, Jerd'ecer'lonii, Kisk'egauw'eqhi, Marag'aliphil'eduo, Pommo'icuote'nlerme, Vornu'wuzi'lerdim

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

Age. Chiss reach adulthood in their late teens and live less than a century.

Alignment. Chiss' tactical and selfish nature cause them to tend toward lawful dark side, though there are exceptions.

Size. Chiss typically stand between 5 and 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Tech Resistance. Growing up around technology leaves an impact on chiss. You have advantage on Dexterity and Intelligence saving throws against tech powers.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Martial Proficiency. You have proficiency with light and medium armor as well as the blaster pistol and sniper rifle.

Languages. You can speak, read, and write Galactic Basic and Cheunh. Cheunh is a complex language that is difficult for non-chiss to learn. Chiss take pride in this difficulty.

"},"skinColorOptions":{"value":"Blue or silver"},"hairColorOptions":{"value":"Black, blue, or silver"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Glowing red eyes, above-average night vision"},"heightAverage":{"value":"4'11\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Csilla"},"slanguage":{"value":"Cheunh"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Chiss","mode":"=","targetSpecific":false,"id":1,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft)","mode":"+","targetSpecific":false,"id":6,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":7,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":8,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"blaster pistol","mode":"+","targetSpecific":false,"id":9,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"sniper rifle","mode":"+","targetSpecific":false,"id":10,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":11,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"cheunh","mode":"+","targetSpecific":false,"id":12,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Chiss.webp","effects":[{"_id":"VaDVQFvsbGNJ3yew","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Chiss","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (120 ft)","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":0,"priority":0},{"key":"data.traits.armorProf.value","value":"med","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"blaster pistol","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"sniper rifle","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"cheunh","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Chiss.webp","label":"Chiss","tint":"","transfer":true}]} -{"_id":"rlciJ8hMHPHkkj8K","name":"Wookiee","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Wookiees are a tall species of furry giants from the planet Kashyyyk, who can grow to a height of over eight feet. They are covered from head to toe in a thick, shaggy coat of hair with water-shedding properties that notably came in shades of brown, black, gray, and white. The species has two sexes, female and male. The latter grows long beards in adult life. Wookiee eye colors are usually blue, green, yellow, golden, brown, or red.

Society and Culture

Wookiees greatly value honor and loyalty. Therefore, their notion of \"family\" encompassed much more than just blood ties. A part of that most sacred tradition was the social institution of life debt: when a wookiee's life was saved by someone else, regardless of the species, they would frequently devote themselves to a lifetime of service to their savior and their family. Through the mechanism of the life debt, the People of the Trees used to develop unbreakable bonds with their boon companions and true friends, forming an \"honor family.\"

Names

Wookiee names are diverse; some names are simple and short while others are long and complicated. The majority of names often have softer big sounds and more melodic tones to them. Since offworlders have trouble using wookiees' real names, they often adopt simpler nicknames to go by.

  Male Names. Fubbodrrl, Gurrfupayyc, Kioerrr, Lavgaeffoak, Snrowbishutchuh, Zufiaarkaykkk

  Female Names. Bulabba, Bonbaegnh, Hopakleupo, Keumnebheu, Onninh, Osstatiemmyock

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Wookiees reach adulthood at about 40 and can live to be 400.

Alignment. Wookiees tend toward the light side, though there are exceptions.

Size. Wookiees tend to tower over other species, reaching heights over 8 feet and weighing 300 pounds. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Wookiees have retractable claws. You are proficient with your claws, which deal 1d4 kinetic damage on a hit.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hide. You have a thick hide. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Treeclimber. You have a climbing speed of 30 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

Languages. You can speak, read, and write Shyriiwook. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.

"},"skinColorOptions":{"value":"Gray"},"hairColorOptions":{"value":"Different shades of black, brown, and white in varying combinations"},"eyeColorOptions":{"value":"Blue, green, yellow, golden, brown, or red"},"distinctions":{"value":"Tall, hair covered, retractable climbing claws, long life spans"},"heightAverage":{"value":"6'3\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"190 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Kashyyyk"},"slanguage":{"value":"Shyriiwook"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Wookiee","mode":"=","targetSpecific":false,"id":1,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":7,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[]},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":"=","targetSpecific":false,"id":8,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"shyriiwook","mode":"+","targetSpecific":false,"id":10,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Language"}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Wookiee.webp","effects":[{"_id":"KUCISI8H3Sy2dc98","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Wookiee","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.ac.min","value":13,"mode":4,"priority":5},{"key":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"shyriiwook","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Wookiee.webp","label":"Wookiee","tint":"","transfer":true}]} -{"_id":"sG1Ty059UAhUO9nT","name":"Ugnaught","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Ugnaughts are diminutive, porcine humanoids who have pink skin, upturned noses, white hair, and thick layers of jowls. Some have tusks that they use in blood duels. They are strong and resilient, and their life-spans reached up to 200 standard years. They notably eat genteslugs.

\n

Society and Culture

\n

Ugnaughts are ruled by councils comprised of elected officers. Ugnaughts live their lives in accordance to their \"blood profession,\" with Ugnaught parents teaching their children their trade. Infant Ugnaughts are known as Ugletts. If the number of new Ugnaughts in a given profession exceeds the need, a blood duel is called. When the Ugnaughts reached their twentieth year of age, these fights are held to the death, with the victor winning the right to inherit their blood profession. Despite this outdated and violent custom, the Ugnaughts are generally a peaceful people with a rich culture. When greeting an Ugnaught, it is advised to bow silently, then wait for a guttural purring as a positive response. Usage of the common galactic greeting \"yaa-yaah\" is considered a personal insult to Ugnaughts. If this occurrs, it is advisable to duck and cover, as various mechanical implements will be thrown one's way. Ugnaughts are often enslaved as they are fairly meek.

\n

Names

\n

Ugnaught names are generally concise. Female names sound more cheerful. Surnames are determined by blood profession.

\n

  Male Names. Banax, Dral, Durn, Togre, Yirkux

\n

  Female Names. Admeva, Olnito, Ruskor, Vurlilli

\n

  Surnames. Col, Gnatro, Mikk, Roc, Sag

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1.

\n

Age. Ugnaughts reach adulthood at 20 and can live to reach 200.

\n

Alignment. Ugnaughts tend toward no particular alignment. The best and worst are found among them.

\n

Size. Ugnaughts rarely stand higher than 4 feet and weigh about 50 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25.

\n

Bite. Your tusks are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d6 + your Strength modifier.

\n

Crafters. You have proficiency in one tool of your choice.

\n

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Industrial Hazards. You have resistance to acid damage.

\n

Tech Dabbler. You know the mending at-will tech power. When you reach 3rd level, you can cast the analyze tech power once per day. When you reach 5th level, you can also cast the overheat tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

\n

Tinker. You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, cause harmless tremors for 1 minute. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Galactic Basic and Ugnaught. The Ugnaught language is composed of grunts, squeals, and chatters, and is difficult for other species to learn.

"},"skinColorOptions":{"value":"Varying shades of pink"},"hairColorOptions":{"value":"White"},"eyeColorOptions":{"value":"Black and red"},"distinctions":{"value":"Diminutive stature, porcine features, technological affinity"},"heightAverage":{"value":"3'1\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Gentes"},"slanguage":{"value":"Ugnaught"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ugnaught","mode":"=","targetSpecific":false,"id":1,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.dr.value","value":"acid","mode":"+","targetSpecific":false,"id":7,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.toolProf.custom","value":"tinker's tools","mode":"+","targetSpecific":false,"id":8,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Traits Tool Prof Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"ugnaught","mode":"+","targetSpecific":false,"id":10,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Ugnaught.webp","effects":[{"_id":"cEL26hyVYxGjv0si","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Ugnaught","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"acid","mode":0,"priority":0},{"key":"data.traits.toolProf.value","value":"tin","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"ugnaught","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Ugnaught.webp","label":"Ugnaught","tint":"","transfer":true}]} -{"_id":"sNC1D9hHSMKqxF99","name":"Arcona","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Arcona have anvil-shaped heads, claws, marble-like eyes, and protective skin. Cona is always hot, and has very little water, but the atmosphere is filled with ammonia vapor. Arcona adapted to this environment by eating the ammonia-converting roots of flora as a source of water. Arcona depended on the ammonia to live and, as a result, arcona living offworld have to take ammonia supplements. Despite their large eyes, arcona have very poor eyesight. Their eyes, made up of thousands of photoreceptors, can not detect fine shapes, only seeing blurry objects. To aid this, they have a small sensory organ between their eyes. Often mistaken for their nose, this organ detects heat patterns from living beings. Thus, arcona can recognize things by its heat pattern.

\n

Arcona are highly susceptible to addiction to spice and common salt, which serves as a hallucinogen with effects resembling that of intoxication. Their eyes shift to gold after prolonged addiction.

\n

Society and Culture

\n

Arcona normally think of themselves not as individuals but as a collective whole. Largely forsaking individuality, they often refer to themselves as “we” even when alone. The arcona live in loose, family-based communities called nests, which are ruled by a Grand Nest. Because arcona are born in nests underground, they obtain a close sense of family living in close quarters with siblings. Males raise the young, since females are typically impulsive thrill-seekers.

\n

Names

\n

Arcona names are quite diverse, named by their fathers in the nest. Surnames are either familial or nest-based.

\n

  Male Names. Bijrik, El, Jat, Kazat, Onalol, Shle

\n

  Female Names. Ak, Cimam, Cuten, He, Madan, Omik

\n

  Surnames. Cheen, -drell, -faxel, Shran, Takonak, -voll

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.

\n

Age. Arcona reach adulthood in their late teens and live for more than a century.

\n

Alignment. Arcona tend toward no particular alignment. They can vary from the chaotic thrillseekers to the orderly lawkeepers. The best and worst are found among them.

\n

Size. Arcona typically stand 5 and a half to 6 and a half feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Claws. Your sharp talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d4 + your Strength modifier.

\n

Clever. You have proficiency in one Intelligence skill of your choice.

\n

Easily Addicted. Arcona are susceptible to spice addiction, and as a result you are taught to identify it from an early age. Additionally, consuming salt can cause them to hallucinate, potentially replicating the effects of spice. Whenever you make an ability check related to identifying salt or spice or seeing whether something contains salt or spice, you have advantage.

\n

Hide. You have a thick hide. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide.

\n

Keen Smell. You have advantage on Wisdom (Perception) checks that involve smell.

\n

Reptilian Senses. Whenever you make a Wisdom (Perception) check related to sensing heat, you are considered to have expertise in the Perception skill.

\n

Languages. You can speak, read, and write Galactic Basic and Arconese. Arconese is spoken through complex, guttural squeaks from the back of the throat. However, arcona born and raised in colonies outside of Cona often did not learn Arconese, but the local language instead.

"},"skinColorOptions":{"value":"Ebony to mahogany"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Green, blue, pink, gold when addicted"},"distinctions":{"value":"Flat heads, easily addicted"},"heightAverage":{"value":"5'0\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"95 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Cona"},"slanguage":{"value":"Arconese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Arcona.webp","effects":[{"_id":"NGgLg9M06MvvWwAh","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Arcona","mode":5,"priority":20},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":20},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":20},{"key":"data.attributes.ac.min","value":13,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"arconese","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Arcona.webp","label":"Arcona","tint":"","transfer":true}]} -{"_id":"sw0TaL04iXz5QrZ9","name":"Aqualish","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

An amphibious species native to the planet Ando, the Aqualish people have two facial tusks which curve down over their mouths; a trait which added to their appearance as arachnids. These facial tusks are highly sensitive to heat and cold and are used for cracking open the hard shells of shellfish or burrowing through the swampy loam of their homeworld. Having finned hands and two bulbous black eyes, Aqualish are unable to manipulate most machinery or equipment developed by the galaxy's many species which designed these tools for beings with digits. As a result, Aqualish tend to remain on their homeworld. Aqualish are well known for their hair-trigger tempers that flare without reason. While Force-sensitive Aqualish are rare, members of the species have trained as both Sith and Jedi, though they typically gravitate toward the former.

\n

Society and Culture

\n

The Aqualish hate the image they have in the galaxy as thugs, regardless of its veracity, and blame it on any- and everyone else. Because of this, the species are considered pariahs on Ando, which has a lower population of Aqualish than the galaxy itself. All Aqualish speak mutually intelligible dialects of the same language. Quarrelsome and thug-like, the Aqualish culture revolved around aggression and toughness, with diplomacy being one of their weakest attributes.

\n

Names

\n

Aqualish names are intended to sound strong. Surnames are not familial, but are chosen by each individual Aqualish.

\n

  Male Names. Bung, Gu, Opege, Soni, Tubop

\n

  Female Names. Cestirki, Duni, Iftu, Sifre, Umi

\n

  Surnames. Dogomurra, Julo, Kronem, Nidoal, Utix

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.

\n

Age. Aqualish reach adulthood in their late teens and live less than a century.

\n

Alignment. Aqualish's aggressive personalities cause them to tend toward the dark side, though there are exceptions.

\n

Size. Aqualish stand between 6 and 7 feet tall and weigh around 190 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Arms Dealers. Whenever you make a Charisma (Persuasion) check related to buying or selling weapons, you are considered to have expertise in the Persuasion skill.

\n

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

\n

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Menacing. You have proficiency in the Intimidation skill.

\n

Swim. You have a swimming speed of 30 feet.

\n

Languages. You can speak, read, and write Galactic Basic and Aqualish. Aqualish is a harsh, guttural language. It's rare that other species bother to learn it unless they regularly interact with Aqualish.

","source":"Expanded Content"},"skinColorOptions":{"value":"Black, blue, green, or red"},"hairColorOptions":{"value":"Black, brown, or gray"},"eyeColorOptions":{"value":"Black, blue, red, or brown"},"distinctions":{"value":"Tusks, belligerent personalities, brawny stature"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Ando"},"slanguage":{"value":"Aqualish"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Aqualish","mode":"=","targetSpecific":false,"id":1,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"=","targetSpecific":false,"id":8,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"aqualish","mode":"+","targetSpecific":false,"id":10,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Aqualish.webp","effects":[{"_id":"dNaQxsBLhXGxw47t","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Aqualish","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"aqualish","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Aqualish.webp","label":"Aqualish","tint":"","transfer":true}]} -{"_id":"u1i0LGiFzpYld5U6","name":"Ortolan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Ortolans are squat, heavily-built humanoid bipeds with long, trunklike noses and beady black eyes. They possess floppy ears, which are extremely sensitive to sound waves. They have two hands, each ending in four chubby fingers and a thumb, which is not opposable. A thick, baggy hide covered in fuzz resembling velvet hangs off of the Ortolan body. Ortolans have a keen sense of smell to help them forage for food. In fact, they are handicapped in their business affairs by their attachment to food, sometimes accepting otherwise unfavorable contracts when promised enough to eat. Their twin obsessions are food and music; offworld, many Ortolans find success as chefs or musicians.

\n

Society and Culture

\n

Ortolan society is reasonably industrialised, though not as technologically advanced as other species. Despite this, their economy is mostly based on barter, with credits primarily used to trade with offworlders. Education is the responsibility of their parents, though gifted youngsters are often traded to other families to get specialized education. While most Ortolans appear to have blue skin, Ortolans are actually covered in short velvety fur which they often dyed in bright colors, most often blue and pink. This tradition began when a Devaronian trader tried to sell Ortolans a shipment of food dyes—they considered dyeing their food a waste of time, but found dyed fur to be quite stylish.

\n

Names

\n

Ortolan names are generally short with big sounds. Female names are typically softer. Surnames are familial.

\n

  Male Names. Donmb, Hegh, Nax, Parm, Teeb  

\n

  Female Names. Bedla, Folfe, Nelni, Phoff, Sallo  

\n

  Surnames. Bigek, Lubum, Nad, Rojool, Somo

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

Age. Ortolans are considered adults at the age of seven and typically live less than a century.

Alignment. Ortolans' love of food and music causes them to tend toward chaotic light side, though there are exceptions.

Size. Ortolans stand around 3 to 4 feet tall and weigh about 55 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Foragers. Whenever you make a Wisdom (Survival) check to forage for food you are considered to have expertise in the Survival skill.

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Hide. Your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

Musical. You have proficiency in Performance and one musical instrument of your choice.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Ortolan. Ortolan is characterized by its grunts and hoots.

"},"skinColorOptions":{"value":"Light colors"},"hairColorOptions":{"value":"Light colors"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Stocky builds, trunklike noses, floppy ears, small mouths, brightly dyed fur"},"heightAverage":{"value":"2'10\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"50 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Orto"},"slanguage":{"value":"Ortolan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ortolan","mode":"=","targetSpecific":false,"id":1,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.prf.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Skills Performance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"ortolan","mode":"+","targetSpecific":false,"id":8,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":9,"itemId":"NcOqxyAmCCNgwMUS","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Ortolan.webp","effects":[{"_id":"Dh3FLNKo1HFJ7pqF","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Ortolan","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":5},{"key":"data.skills.prf.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"ortolan","mode":0,"priority":0},{"key":"data.traits.toolProf.value","value":"music","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Ortolan.webp","label":"Ortolan","tint":"","transfer":true}]} -{"_id":"vG2V2aRV5DdqhG33","name":"Vurk","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Vurks are the predominant sentient species of the planet Sembla. They are tall, reptilian humanoids with bulbous dark eyes and sweeping head crests. Their hands and feet have three digits each, one of which was opposable. They have distinguishing gray-green, leathery skin. Being able to breathe both water and air, they are perfectly adapted to travel Sembla's warm, shallow seas dotted with volcanic islands. They share a strong nomadic instinct with their amphibious ancestors.

Society and Culture

Young Vurk males are married off by their parents; those who failed to marry before reaching adulthood remain bachelors for the rest of their lives. Because their way of living resulted in virtually no sizable permanent settlement whatsoever, Vurks were generally considered primitive by the rest of the galaxy; however, that was not true. They are very intelligent and believe in a highly developed philosophical tradition that emphasizes personal integrity and individual freedom and encourage personal honesty. Their compassionate and calm manner made them better than average diplomats.\r\n\r\nVurks are very family-oriented. It is common for multiple generations to remain in the same location as a single household, with the eldest family member being the patriarch or matriarch and making the decision for the entire family.

Names

Vurk names are traditionally two to three syllables. Female names typically end with a vowel, while male names vary. Surnames are familial.

  Male Names. Coleman, Jadran, Milanko, Zlatko

  Female Names. Elka, Iryna, Miglena, Tanya, Verka

  Surnames. Cheevochik, Provric, Trebor, Vorgecz","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

Age. Vurk reach adulthood in their 20s and live an average of 70 years.

Alignment. Vurk philosophies cause them to tend toward the light side, though there are exceptions.

Size. Vurks typically stand between 6 and 7 feet tall and weigh around 175 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Amphibious. You can breathe air and water.

Athletic. You have proficiency in the Athletics skill.

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Head Crest. Your head crest is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d6 + your Strength modifier kinetic damage.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Semblan. Semblan has a very melodic feel and often evokes images of waterfalls to those who don't understand its meanings.

"},"skinColorOptions":{"value":"Dark blues, greens, greys, or reds"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Bulbous eyes, head crests, three-fingered hands"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Sembla"},"slanguage":{"value":"Semblan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Vurk","mode":"+","targetSpecific":false,"id":1,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ath.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Skills Athletics"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"semblan","mode":"+","targetSpecific":false,"id":10,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Vurk.webp","effects":[{"_id":"Q0QM1el7ltMmxAt5","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Vurk","mode":2,"priority":20},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":35,"mode":5,"priority":5},{"key":"data.skills.ath.value","value":1,"mode":4,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"semblan","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Vurk.webp","label":"Vurk","tint":"","transfer":true}]} -{"_id":"w26VSyYwyIVYV3My","name":"Togruta","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Togruta have rusty skin tones ranging in hue from blue to red to green, with white pigmentation on their faces, greyish lips, and white stripes adorn various parts of their bodies. The pattern of stripes varies from individual to individual. This red and white pattern was a phenotype left over from their ancestor's camouflage that helped them to blend in with Shili's natural surroundings.

Their heads bear two montrals, with three to four head-tails, whose stripes were darker than those of the montrals. Togruta have the ability to sense the proximity and movement of physical objects around them by means of their hollow montrals, which detect space ultrasonically. Young togrutas' montrals and posterior head-tail do not fully grow until adolescence, when their montrals curve and their final head-tail grows to the length of their other head-tails.

Society and Culture

Togruta have a strong sense of unity and togetherness. On their native homeworld of Shili, they rely on each other and band together to take a stand against the massive monsters that hunt them. The creatures of Shili most often attack in groups, which was even more reason for the native togruta to work together. While most of Shili is covered in the scrublands where the togruta hunt their herbivorous prey, the togruta live in small communities in the forest valleys.

Names

Togruta names are typically long. Surnames are familial.

  Male Names. Acanaar, Mukraas, Obolak, Tokrym

  Female Names. Akoma, Maasha, Okohlo, Shola

  Surnames. Hyl, Na, Nim, Ris, Resh, Vaal, Zin

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Strength or Dexterity score increases by 1.

Age. Togruta reach adulthood in their late teens and live less than a century.

Alignment. Togruta culture focuses on unity which causes them to tend toward the light side, though there are exceptions.

Size. Togruta typically stand between 5 and 6 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Montral Reception. You have tremorsense out to 30 feet. You can detect and pinpoint the origin of vibrations within a specific radius, provided that monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures

Wild Hunters. You have proficiency with the Survival skill.

Languages. You can speak, read, and write Galactic Basic and Togruti. Togruti is an ornate language characterized by trills and long vowel sounds which are modified by subtle tremors in the togruta's head-tails. This language is heavily influenced by Basic, but also incorporates some native idioms, which caused Basic-speaking togruta to use seemingly strange expressions.

"},"skinColorOptions":{"value":"Blue, green, orange, purple, red, white, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, blue, green, orange, purple, yellow, or red"},"distinctions":{"value":"Sharp canine teeth, two montrals, three or four head-tails"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Shili"},"slanguage":{"value":"Togruti"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Togruta","mode":"=","targetSpecific":false,"id":1,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[]},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.senses","value":"Tremorsense (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"togruti","mode":"+","targetSpecific":false,"id":9,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Traits Language"}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Togruta.webp","effects":[{"_id":"57U88UyYUeWc8lGm","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Togruta","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.senses","value":"Tremorsense (30 ft.)","mode":2,"priority":20},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"togruti","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Togruta.webp","label":"Togruta","tint":"","transfer":true}]} -{"_id":"w54zgli5d4pVV9nD","name":"Killik","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Killiks possess a strong chitinous exoskeleton that is glossy and greenish with their carcasses capable of surviving thousands of years of erosion as seen by the colonists of Alderaan. The exoskeleton also contains a number of spiracles which served as their way of breathing. Typically, these Human-sized hive creatures have four arms with each ending in a powerful three-fingered claw. They stand on two stout legs that are capable of leaping great distances. Killiks can communicate with other Killiks through use of pheromones.

\n

Society and Culture

\n

The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Killiks are also peaceful in nature. Their telepathic connection is capable of extending to other species which includes non-insectoids. A willing creature can submit to this telepathy to become a Joiner. They effectively become another vessel of the hive mind. Killiks lose connection to their hive mind at great distances. Those who voluntarily leave the hive mind are referred to as Leavers. It is rare that they are allowed to rejoin their hive without reason.

\n

Names

\n

Killiks are a hive-mind insectoid that typically don't use names. On the off chance they do, it's usually an incomprehensible series of clicking noises. They are receptive to nicknames given by others.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.

Age. Killiks reach adulthood in their 40s and live an average of 200 years.

Alignment. Killiks' willingness to brainwash or kill their enemies cause them to tend towards the dark side, though there are exceptions.

Size. Killiks stand between 5 and 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Four-Armed. Killiks have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Hardened Carapace. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.

Languages. You can speak, read, and write Killik. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.

"},"skinColorOptions":{"value":"Brown, chestnut, green, red, scarlet, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or orange"},"distinctions":{"value":"Chitinous armor, mandibles projected from face, four arms ending in long three toed claws protrude from their torsos"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Alderaan"},"slanguage":{"value":"Killik"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Killik","mode":"=","targetSpecific":false,"id":1,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":6,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"killik","mode":"+","targetSpecific":false,"id":8,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":"+","targetSpecific":false,"id":9,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Killik.webp","effects":[{"_id":"EWQOMXrZbfi4zSPF","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Killik","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.ac.min","value":13,"mode":4,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"killik","mode":0,"priority":0},{"key":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Killik.webp","label":"Killik","tint":"","transfer":true}]} -{"_id":"xgnklJLAx1Emimq1","name":"Voss","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Voss are humanoid sentients with a high rate of Force-sensitivity who display prominent sexual dimorphism. The male Voss have blue skin and bright orange eyes, while the females have red skin and azure eyes. The Voss do not have hair or distinct pupils, and posess unique patterns of markings on their face, neck, and body, a trace of their shared ancestry with Gormak. Their voices have a slight mechanical tinge to them, making them sound somewhat like a droid or machine. Voss undogo a physical, developmental change during their marriage ceremonies (known as the Rite of Ardor) and do not develop sexually prior to the performance of these rituals.

Society and Culture

The Voss species resides in the isolated mountain-top city of Voss-Ka and is vastly outnumbered on their homeworld by its other native sentient species, the Gormak, who are extremely hostile toward them and from whom they arose. Most Voss live peacefully in Voss-Ka, caring for their families, cultivating the wild plants and maintaining equipment for the Voss commandos in the war against the Gormak, although some Voss do live outside the capital city, such as the Voss Mystics who reside in the Shrine of Healing. The Voss are great lovers of art, and their architecture features a distinctive artistic style. The entire Voss society is guided by the Force visions of Voss Mystics, which are considered infallible without exception.

Names

All Voss have two short names, connected by a hyphen, with the family name being the second one.

  Male Names. Char, Edan, Fadith, Nodin, Orin

  Female Names. Amin, Magra, Tala, Weylin, Yana

  Surnames. -Ko, -La, -Po, -Rae, -Va","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

Age. Voss reach adulthood in their late teens and live less than a century. They do not reach sexual maturity until they undergo the Rite of Ardor.

Alignment. As Voss culture encourages duty and emotional composure, individuals tend toward a lawful alignment, though there are exceptions.

Size. Voss typically stand 5 to 6 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Precognition. You see brief visions of the future, that allow you to turn failures into successes. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Mystic Healing. You have proficiency in Medicine.

Voss Weapon Training. You have proficiency with the blaster rifle and techblade.

Inscrutable. Your calm demeaoer and control make you hard to read. Wisdom (Insight) checks made against you have disadvantage, and you have advantage on any saving throw against an effect that would read your thoughts.

Languages. You can speak, read, and write Galactic Basic and Voss. The Voss language is characterized by it's mystic-sounding word pairings.

"},"skinColorOptions":{"value":"Blue (male) or red (female)"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Orange (male) or blue (female)"},"distinctions":{"value":"Mechanical apperance, unique patterns and markings along face, neck, and body"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"105 lb"},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Voss"},"slanguage":{"value":"Voss"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Voss","mode":"=","targetSpecific":false,"id":1,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.med.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Skills Medicine"},{"modSpecKey":"data.traits.weaponProf.custom","value":"blaster rifle","mode":"+","targetSpecific":false,"id":8,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"techblade","mode":"+","targetSpecific":false,"id":9,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"voss","mode":"+","targetSpecific":false,"id":11,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Voss.webp","effects":[{"_id":"g7qkdxQGBYGcMDU9","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Voss","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.med.value","value":1,"mode":4,"priority":20},{"key":"data.traits.weaponProf.custom","value":"blaster rifle","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"techblade","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"voss","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Voss.webp","label":"Voss","tint":"","transfer":true}]} -{"_id":"xzBftbeuH0nENnZO","name":"Mustafarian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Mustafarians are an insectoid species of sentients native to the volcanic planet of Mustafar. They are divided into two subspecies: the lanky northern mustafarians, and the stocky southern mustafarians. The southern mustafarians were notable for their greater strength, making them more suited to manual labor. Both subspecies shared many traits, particularly their hardened exoskeletons and leathery skin, which acclimated them to the extreme heat of their volcanic environment.

Society and Culture

Mustafarians evolved from arthropods living in the slightly cooler hollows within dormant volcanoes on the surface of Mustafar. As a result of such close living, mustafarian culture is isolationist by nature, though they tolerate trade with other systems. Mustafar hosts scarce minerals and rare metals, making mustafarians an invaluable trade partner.\n\nNative mustafarians rarely take sides when galactic conflicts rage, instead preferring to keep to themselves and control their own planet. They are daunting enemies when provoked, however.

Names

Mustafarian names are often inspired by displays of competency or bravery, such as recovering large quantities of rare minerals, or successfully taming a lava flea. Their surnames are familial.

  Male Names. Aumstrogh, Chivos, Ikt, Ulon

  Female Names. Altoa, Hailith, Saonji, Yura

  Surnames. Fal'co, Glost, Mensix, Nek'dem","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength or Dexterity score increases by 1.

\n

Age. Mustafarians reach adulthood in their late teens and live about 80 years.

\n

Alignment. Mustafarians are usually judicious and value good work above all else, causing them to be lawful balanced, though there are exceptions.

\n

Size. Mustafarians stand between 5 and 7 feet tall and weigh around 165 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet. Your speed is not reduced by heavy armor.

\n

Darkvision. As an originally cave-dwelling species, your eyes are adapted to the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.

\n

Lava Dweller. Your body is well accustomed to extreme heat, giving you resistance to fire damage. Additionally, your thick hide is naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

\n

Refinery Specialist. You have proficiency in your choice of constructor's tools, scavenging kit, or surveyor's tools. Additionally, whenever you make an Intelligence (Nature) check to identify a metal or mineral, you are considered to have expertise in the Nature skill.

\n

Languages. You can speak, read, and write Galactic Basic and Mustafarian. Mustafarian consists of choppy clicks and emphatic groans.

"},"skinColorOptions":{"value":"Gray"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Extremophiles"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Mustafar"},"slanguage":{"value":"Mustafarian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Mustafarian","mode":"=","targetSpecific":false,"id":1,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":6,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.dr.value","value":"fire","mode":"+","targetSpecific":false,"id":7,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"mustafarian","mode":"+","targetSpecific":false,"id":9,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Mustafarian.webp","effects":[{"_id":"4l39OCAp9Bu8kztj","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Mustafarian","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.ac.min","value":12,"mode":4,"priority":5},{"key":"data.traits.dr.value","value":"fire","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"mustafarian","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Mustafarian.webp","label":"Mustafarian","tint":"","transfer":true}]} -{"_id":"y3aWxDBBiO3IgXlK","name":"Codru-Ji","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Codru-Ji are humanoids generally near-human in their adult appearances, save for their four arms. While their hair, eye, and skin pigmentations tend towards earthen hues, brighter colorations such as blonde hair or blue eyes, though uncommon, also exist. Rarer still, some adults maintain a light coat of fur or elongated, pointed ears. These eccentric attributes result from their unusual childhood forms.

\n

Codru-Ji children are actually sapient, six-legged canid creatures that cannot speak. Codru-Ji in this stage of their lives are called Wyrwulves: they mature to their more recognizable figures after reaching puberty. At that point, a blue, rubbery substance cocoons a Wyrwulf for several weeks before it emerges as a humanoid adolescent. They do, however, retain both the natural resilience and the enhanced hearing of their previous selves.

\n

Society and Culture

\n

The Codru-Ji are proud and protective of their ancient customs, and they carefully manage their homeworld's economy to keep a degree of anonymity from the galaxy at large. They fear the tainting of their long-held practices by outside influence as well as prejudice against them for the almost barbaric level of callousness they will display towards one another in pursuit of personal gain. The kidnapping of a political rival's children or the ransoming of off-worlders back to their people are both common practices.

\n

Names

\n

Codru-Ji names are often kept to two syllables. Clan names are appended to the given name as a hyphenated affix.

\n

  Male Names. Kossok, Tirrit, Uttar, Yunnan

\n

  Female Names. Davvi, Kella, Russa, Zollu

\n

  Clan Names. -Fa, -Mu, Ro-, -Sy, Yi-

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.

Age. Codru-Ji reach adulthood in their early teens and live less than a century.

Alignment. Steeped in selfish tradition, Codru-Ji tend towards the dark side, though there are exceptions.

Size. Codru-Ji stand 5 to 6 feet tall and weigh around 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Four-Armed. Codru-Ji have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Natural Grappler. Whenever you make a Strength (Athletics) check to grapple you are considered to have expertise in the Athletics skill.

Trance. Codru-Ji sleep lightly, standing and semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Galactic Basic and Codruese, which has a solemn and stately cadence to it.

"},"skinColorOptions":{"value":"Light to dark tones"},"hairColorOptions":{"value":"Black, brown, gray, or white (usually with age)"},"eyeColorOptions":{"value":"Black, slate, gray, or brown"},"distinctions":{"value":"Four arms"},"heightAverage":{"value":"4'6\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Munto Codru"},"slanguage":{"value":"Codruese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Codru-Ji","mode":"=","targetSpecific":false,"id":1,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":6,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"codruese","mode":"+","targetSpecific":false,"id":8,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Codru-Ji.webp","effects":[{"_id":"cF7ScwvPgQ03tTqh","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Codru-Ji","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.ac.min","value":12,"mode":4,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"codruese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Codru-Ji.webp","label":"Codru-Ji","tint":"","transfer":true}]} -{"_id":"yA5I9lP5gpeqE1CL","name":"Kaleesh","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Tusks protrud from a Kaleesh's upper jaw, and shorter ones jut from their chins. Kaleesh have large pointed ears and long nostrils that stretched close to their eyes. They have very keen olfactory sense and were able to produce pheromones. Most of their facial features are obscured behind the traditional masks they wear, and outsiders rarely see Kaleesh unmasked. They are known to practice polygyny, a form of polygamy, where a male courts multiple wives.

Society and Culture

Kaleesh society is divided into numerous autonomous tribes. War is viewed as an essential and sacred practice, and the culture's large emphasis on honor is known to spur many acts of vengeance among the various tribes. However, when necessary, the tribes will put aside their differences and bond to fend off a common enemy.\r\n\r\nThe Kaleesh are a spiritual people, believing that those who perform great deeds in life became gods in death; therefore, burial places are sacred to them. A large number of temples are devoted to their ancestor gods, the holiest of which was called Shrupak. \r\n\r\nAbesmi, a great monolith of stone in the Jenuwaa Sea, is the place the Kaleesh believed the gods ascended to the heavens. Pilgrims take the perilous voyage to Abesmi to beseech the gods.

Names

Male Kaleesh names are typically one syllable while female are two. Kaleesh surnames are tribal and often use two words.

  Male Names. Bir, Grost, Jick, Xygh, Yles

  Female Names. Dduzu, Glaglo, Runda, Yugdo, Zodey

  Surnames. Jal Greennath, Lij Jum, San Syrro,","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.

Age. Kaleesh reach adulthood in their early teens and live to be about 80.

Alignment. Kaleesh tend toward no particular alignment. The best and worst are found among them.

Size. Kaleesh typically stand about five and a half feet tall and weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. The thermal pits under a Kaleesh's eyes grant darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Weapon Training. Kaleesh are adept hunters. You are proficient with the blaster carbine, vibroblade, vibropike, and, vibrospear.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Tracker. You have proficiency in the Survival skill. Additionally, you are considered to have expertise in Wisdom (Survival) checks made to track a creature if that creature has a scent.

Languages. You can speak, read, and write Galactic Basic and Kaleesh.

"},"skinColorOptions":{"value":"Orange, red, or yellow"},"hairColorOptions":{"value":"Black or brown"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Bone masks, elongated ears, flat nose, tusks"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Kalee"},"slanguage":{"value":"Kaleesh"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kaleesh","mode":"=","targetSpecific":false,"id":1,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.weaponProf.custom","value":"blaster carbine","mode":"+","targetSpecific":false,"id":7,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibroblade","mode":"+","targetSpecific":false,"id":8,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibropike","mode":"+","targetSpecific":false,"id":9,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrospear","mode":"+","targetSpecific":false,"id":10,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":11,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":12,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"kaleesh","mode":"+","targetSpecific":false,"id":13,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Kaleesh.webp","effects":[{"_id":"uRB8h6A9A9SrsbWe","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Kaleesh","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.weaponProf.custom","value":"blaster carbine","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibroblade","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibropike","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibrospear","mode":0,"priority":0},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"kaleesh","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kaleesh.webp","label":"Kaleesh","tint":"","transfer":true}]} -{"_id":"ygHpeAJAF8jDh2FX","name":"Dashade","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Dashade are a hulking reptillian species known for their strength and aggression. They have three fingers on each hand, each tipped with a long, curving claw. Their most notable feature is their natural resistance to the power of the Force. Along with their resistance to the Force, Dashade possess a high tolerance for radioactive energy, able to withstand contact with radioactive materials much longer than other species. Despite the thick skin Dashade possess, they have the uncanny ability to control the rate that heat dissipates from their skin. This allows them to regulate their body temperature at will.

\n

Society and Culture

\n

Dashade's brute strength and Force resistance makes them prime candidates for mercenary and assassin work. Dashade society is clan-based. Theses clan's often feud over honor and reputation, a trait that the dashade as a species exhibit.

\n

Names

\n

Many dashade names are short, dominated by harsher sounds, while others are longer and seperated by an apostrophe. Dashade names are gender neutral. Surnames are clan-based, but most dashade don't share or use them.

\n

  First Names. Anarin, Rak'vhul, Set, Vattix, Vos

\n

  Surnames. Ferrex, Gusar, Kruyel, Orath, Xeng, Zath

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.

Age. Dashade reach adulthood in their late teens and live less than a century.

Alignment. Dashade's aggressive yet loyal nature causes them to tend toward lawful dark side, though there are exceptions.

Size. Dashade typically stand 5 and a half to 6 and a half feet tall and generally weigh around 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.

Force Contention. Due to their unique physiology, dashade hardiness allows them to overcome use of the Force. You have advantage on Strength and Constitution saving throws against force powers.

Heat Dissipation. Whenever you make a Dexterity (Stealth) check to avoid detection by electronic sensors and cameras, you are considered to have expertise in the Stealth skill.

Menacing. You gain proficiency in the Intimidation skill.

Radiation Resistant. Dashade are naturally able to resist radiation. You have resistance to necrotic damage.

Languages. You can speak, read, and write Galactic Basic and Dashadi. Dashadi is characterized by its low pitch and elongated growls.

"},"skinColorOptions":{"value":"Black, dark gray, or Olive green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, orange, or red"},"distinctions":{"value":"Heat dissipation, Force-resistance, radiation resistance"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Urkupp"},"slanguage":{"value":"Dashadi"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Dashade","mode":"=","targetSpecific":false,"id":1,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.dr.value","value":"necrotic","mode":"+","targetSpecific":false,"id":7,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"dashadi","mode":"+","targetSpecific":false,"id":9,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Dashade.webp","effects":[{"_id":"G99sEwcJAyta31Wz","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Dashade","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"dashadi","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Dashade.webp","label":"Dashade","tint":"","transfer":true}]} -{"_id":"zKNMlX4bnj5XBLAf","name":"Sith Pureblood","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Sith are a proud and violent species of humanoids that evolved on Korriban, a planet within the Horuset system in an isolated Outer Rim region called the Stygian Caldera. Sith have a larger than average number of individuals with potential to use the Force in their species, so high in fact that the entire species was considered strongly Force-sensitive.

Sith purebloods are characterized by their expressive facial appendages, bone spurs, cranial horns, and predatory gaze.

Society and Culture

Sith culture is a rigid and stratified caste-based society. For the sith, war and violence are just as much a part of the natural order of life as peace or serenity. Though they are in an almost constant state of war, their civilization is quite sophisticated; they see these acts not as cruel or barbaric, but simply basic aspects of existence. Their constant warring led to a dwindling of the population on their original homeworld of Korriban as well as cultivated an intensely xenophobic society.

Names

Sith pureblood names are not conventional. They are often named for virtues in the Sith tongue. Sith rarely share surnames, since they do not value family ties. When a sith pureblood achieves a success or victory, they often change their name to match their perceived newfound status. Since Force-sensitivity is common in sith purebloods, and their culture is built around strength, most sith are called simply \"My Lord,\" or some other epithet, by their underlings.

  Male Names. Aqorzum, Khashai, Sihmot, Wirjol

  Female Names. Aqurwia, Cliriu, Nupax, Ubhesosiuth

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Strength or Dexterity score increases by 1.

\n

Age. Sith reach adulthood in their late teens and live less than a century.

\n

Alignment. The cruelty of the Sith causes them to tend toward chaotic dark side, though there are exceptions.

\n

Size. Sith generally stand between 5 and 6 feet tall and weigh less than 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Force Sensitive. You know the denounce at-will force power. When you reach 3rd level, you can cast the curse force power once per day. When you reach 5th level, you can also cast the darkness force power once per day. Charisma is your forcecasting ability for these powers.

\n

Menacing. You gain proficiency in the Intimidation skill.

\n

Sadistic. You have proficiency with saberwhips, vibrowhips, and nets.

\n

Languages. You can speak, read, and write Galactic Basic and Sith. Sith is an agglutinative language, in which words or even phrases were made up of linear sequences of distinct meaningful units.

"},"skinColorOptions":{"value":"Black or red"},"hairColorOptions":{"value":"Black, brown, gray, red, or white"},"eyeColorOptions":{"value":"Orange, red, or yellow"},"distinctions":{"value":"Tentacle facial appendages, often wear jewelry or have tattoos, bone spurs"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Korriban"},"slanguage":{"value":"Sith"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Sith Pureblood","mode":"=","targetSpecific":false,"id":1,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.weaponProf.custom","value":"saberwhips","mode":"+","targetSpecific":false,"id":7,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrowhips","mode":"+","targetSpecific":false,"id":8,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"nets","mode":"+","targetSpecific":false,"id":9,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"sith","mode":"+","targetSpecific":false,"id":11,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Language"}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Sith%20Pureblood.webp","effects":[{"_id":"C3lStl981RznrCtr","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Sith Pureblood","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.traits.weaponProf.custom","value":"saberwhips","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibrowhips","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"nets","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"sith","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Sith%20Pureblood.webp","label":"Sith Pureblood","tint":"","transfer":true}]} -{"_id":"zQJ9cXwY0cFt0ruE","name":"Klatooinian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Klatooinians are a humanoid species with canine features, having short muzzles over toothy overbites. They are also notable for their heavy brows and ridges along the tops of their heads.

Society and Culture

For centuries, klatooinians have been slaves to the hutts, whom they view as almost godlike, immortal beings. Although the hutts allow a council of elders to rule on Klatooine, all off-world affairs are wholly under hutt control. Under the hutts, the klatooinians serve as soldiers and guards. Even those klatooinians who do not serve the hutts are often employed as hired muscle by other masters.\r\n\r\nKlatooinian society was known for a strong belief in tradition and the wisdom of the elders, although some younger klatooinians rebelled against this norm and sought out freedom from enslavement. Others attempted to gain their own fortunes as smugglers, pirates, bounty hunters, or raiders.

Names

Klatooinian names are often derived from the names of great heroes and historical figures. Surnames are familial, and are usually shorter than klatooinian given names.

  Male Names. Barada, Castas, Sta-Den, Tarados

  Female Names. Gelis, Petkara, Sterasi, Yelmith

  Surnames. Eek, Gort, Gon, Ovin","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength, Constitution, and Wisdom scores increase by 1.

Age. Klatooinians reach adulthood in their late teens and can live as long as 90 standard years.

Alignment. Klatooinian society encourages reverence for tradition and an inclination towards violence, causing them to tend toward lawful dark side, though there are exceptions.

Size. Klatooinians typically stand around 6 feet tall and generally weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Enforcer. You are proficient in the Intimidation skill. When you take the Help action to give an ally advantage on an Intimidation check, they gain a bonus to the roll equal to your proficiency bonus.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Weapon Training. Klatooinians are trained to fight from a young age. You have proficiency in two martial vibroweapons of your choice.

Wisdom of the Elders. You are proficient in the Lore skill.

Languages. You can speak, read, and write Galactic Basic, Klatooinian, and Huttese. Klatooinian is a gutteral, barking language, with many loanwords adopted from Huttese over the centuries.

"},"skinColorOptions":{"value":"Green, gray, brown"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Brown, black, gray"},"distinctions":{"value":"Heavy brows, short canine muzzles"},"heightAverage":{"value":"5'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"125 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Klatooine"},"slanguage":{"value":"Huttese, Klatooinian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Klatooinian","mode":"=","targetSpecific":false,"id":1,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":5,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":6,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[]},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"klatooinian","mode":"+","targetSpecific":false,"id":10,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"huttese","mode":"+","targetSpecific":false,"id":11,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Klatooinian.webp","effects":[{"_id":"G6pCpdwb6FUA1ViV","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Klatooinian","mode":5,"priority":5},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"klatooinian","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"huttese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Klatooinian.webp","label":"Klatooinian","tint":"","transfer":true}]} +{"_id":"1SkoL2Eo6oPd5Wrd","name":"Arkanian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Arkanians are a robust near-human species with solid white eyes and clawed, four-fingered hands.

\n

Arkanians are capable of seeing into the infrared spectrum, and their eyes are sensitive to sources of extreme heat. This proved helpful on their dark and frigid homeworld, but when traveling offworld, many must wear blinders on planets with hotter, younger suns. It is not unheard of for arkanians to undergo genetic or cybernetic manipulation of their own bodies, enhancing themselves so as to be better than \"lesser\" species.

\n

Society and Culture

\n

Arkanians are notoriously arrogant, a trait which came from generations of producing some of the galaxy's greatest advancements in genetics. Their homeworld, Arkania, has vast quantities of precious gems; thus, the Arkanians have never wanted for much in trade. This wealth went into funding their ambitious scientific projects, the most elaborate of which take generations to be completed.

\n

Many Arkanians have come to see their species as the pinnacle of evolution, and amongst the most—if not the most—intelligent beings in the galaxy. Those species that are not already put off by their aloof nature often fear them, as tales of \"mad scientists\" and horrific experiments tend to surround them.

\n

Names

\n

Arkanian names are simultaneously dignified and succinct. Surnames are familial.

\n

  Male Names. Arkoh, Hyrim, Zeta, Suprin

\n

  Female Names. Shenna, Elizie, Cratala, Hanna

\n

  Surnames. Focela, Barzane, Nasdra, Athacorr

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.

\n

Age. Arkanians reach adulthood in their late teens and live about 100 years.

\n

Alignment. Due to their arrogance and unscrupulous experimentation, arkanians tend towards lawful dark side, though there are exceptions.

\n

Size. Arkanians typically stand 5 to 6 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Arkanian Brilliance. Whenever you make an Intelligence ability check, attack roll, or saving throw, you can choose to add 1d4 to the result. You can choose to do this after the check is rolled, but before the DM determines if you’ve passed or failed the check. You cannot do so again until you complete a short or long rest.

\n

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n

Honed Mind. You have advantage on Intelligence, Wisdom, and Charisma saving throws.

\n

Infrared Sight. Whenever you make a Wisdom (Perception) check related to sight, you are considered to have expertise in the Perception skill.

\n

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

\n

Languages. You can speak, read, and write Galactic Basic and Arkanian. Arkanian, when spoken, has an airy tone, and is regarded as one of the most difficult written languages to learn.

"},"skinColorOptions":{"value":"Tan"},"hairColorOptions":{"value":"White"},"eyeColorOptions":{"value":"White"},"distinctions":{"value":"Four clawed digits, extreme intelligence, infrared vision"},"heightAverage":{"value":"5'0\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Arkania"},"slanguage":{"value":"Arkanian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Arkanian.webp","effects":[{"_id":"s3slbKvtOar4zl7y","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":20},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"arkanian","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"data.details.species","value":"Arkanian","mode":5,"priority":20},{"key":"flags.sw5e.sunlightSensitivity","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Arkanian.webp","label":"Arkanian","tint":"","transfer":true}]} +{"_id":"2sHf9udZnpQClc8V","name":"Gran","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Gran can easily be identified by their three eyes and their goat-like snout. Female Gran also have three breasts. They have excellent vision, able to resolve more colors than most species, and even able to see into the infrared, thus they are able to sense one another's emotions and disposition by noting subtle changes in body heat and skin color. Gran have two stomachs, having evolved from herbivorous grazing animals who lived in herds on the mountains and highlands of Kinyen. A single meal can take almost an entire day to finish, after that a Gran does not often need to eat for several days.

Society and Culture

The peaceful nature of Gran society is a reflection of their homeworld, Kinyen. Kinyen boasted large and rolling grasslands and highlands, a dense and beautiful forest, and one of the longest and clearest rivers in the Bes Ber Bikade sector. The beauty of this planet, and the need for primitive Gran to band together for defense against predatory animals, helped the Gran develop strong bonds of home and family in their society. \r\n\r\nThe Grans are also very protective of their families, and were some of the most devoted parents in the galaxy. This is because of their very powerful and sensitive sight, which can sense the emotions of their mates and their children. Gran society maintains its balance by setting up strict career quotas, and making sure young Gran are educated for a specific job that best served his or her talents.

Names

Gran names typically are monosyllabic and accompanied by a surname, which is familial.

  Male Names. Ask, Dree, Ree, Pax, Nic

  Female Names. Yan, Alijia, Meeb, Sir, Zeek

  Surnames. Moe, Leem, Yees, Wix, Naaq","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age. Gran reach adulthood around their late teens and live up to 80 years.

Alignment. Gran highly organized society cause them to tend toward lawful alignments, though there are exceptions..

Size. Gran typically stand between 5 and 6 feet tall and weigh around 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Slow Metabolism. You are able to go a number of days without food equal to 3 + twice your Constitution modifier before suffering exhaustion.

Keen Sight. Through use of infrared vision, you have advantage on Wisdom (Perception) checks that rely on sight.

Reader of Hearts. Through identifying subtle variations in a target's body heat, the Gran are able to better understand their emotions and intentions. You are proficient in the Insight skill.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Languages. You can speak, read, and write Galactic Basic and Gran. It is rare to hear Gran spoken on any world other than Kinyen.

"},"skinColorOptions":{"value":"Blue or tan"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, purple"},"distinctions":{"value":"Three eyes and goat-like snout"},"heightAverage":{"value":"4'10\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Kinyen"},"slanguage":{"value":"Gran"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gran","mode":"=","targetSpecific":false,"id":1,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ins.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"gran","mode":"+","targetSpecific":false,"id":8,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Gran.webp","effects":[{"_id":"2cpzxKWagRwrN2wf","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Gran","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.skills.ins.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"gran","mode":0,"priority":0},{"key":"flags.sw5e.toughness","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Gran.webp","label":"Gran","tint":"","transfer":true}]} +{"_id":"4RztmQJm1WykEeqS","name":"Kubaz","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Kubaz are distinctive for their short, prehensile facial snouts which were used for reaching insects within their hives. They have adapted to their sun-scorched, vegetation-deprived world by learning to survive off their world's native insect population. Filled with two rows of teeth for gnashing their food, the Kubaz trunk also functions as a highly sensitive nose. Due to living on their homeworld of Kubindi—a planet which orbits a blue star—Kubaz are highly sensitive to red wavelengths; when traveling to planets with a red or yellow star, Kubaz are forced to don protective eyewear to avoid damaging their sensitive eyes.

\n

Society and Culture

\n

The Kubazi society is based on a clan structure which dwell in underground nests. Ruled by a queen, each clan takes the name of their queen they are descended from. Developing a non-verbal language of hand gestures which indicated their intentions, Kubaz are able to speak Galactic Basic, though with a strong nasally accent. When interacting with other species, some Kubaz will share certain hand signals with non-Kubaz in order to ease communications. Obsessed with tact and decorum, the Kubaz place a high emphasis on the family unit and proper courtesies, displaying truthfulness to a fault. Valuing art and literature with such vigor as to sometimes practice smuggling of great works, the Kubaz do not find such pursuits to be wrong or unlawful. Due to their diet on Kubindi, the Kubaz have poor relations with sentient insectile species.

\n

Names

\n

Kubaz names are usually dominated by harsher sounds, but some names lean more melodic. Surnames are clan-based.

\n

  Male Names. Shaf, Rizor, Duldril, Kurn, Schnaldiz

\n

  Female Names. Zhanro, Dizi, Tavo, Agoz, Nuzrem

\n

  Surnames. Re, Eadzan, Hai, Khu'nar, Mairvuc, Va

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Kubaz reach adulthood in their early teens and live less than a century.

Alignment. Kubaz' courteous nature causes them to tend toward lawful alignments, though there are exceptions.

Size. Kubaz typically stand 5 to 6 feet tall and weigh around 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Art Obsession. Whenever you make an ability check related to the acquisition or location of art or valuables, you are considered proficient in the check. If you would already be proficient, you instead have expertise.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Deft Hand. You have proficiency in one of the following skills: Deception, Sleight of Hand, or Stealth.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Slicer. You have proficiency with the Technology skill and the slicer's kit.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Languages. You can speak, read, and write Galactic Basic and Kubazian. Kubazian is comprised of a unique series of whirring, nasally syllables, causing Kubaz to have a high-pitched accent when speaking other languages.

"},"skinColorOptions":{"value":"Black, dark grey, or dark green"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Prehensile snouts, protective eyewear"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Kubindi"},"slanguage":{"value":"Kubazian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kubaz","mode":"=","targetSpecific":false,"id":1,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Skills Technology"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"kubazian","mode":"+","targetSpecific":false,"id":10,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.toolProf.value","value":"slic","mode":"+","targetSpecific":false,"id":11,"itemId":"CQynRq1eakOfEG2w","active":false,"_targets":[],"label":"Traits Tool Prof"}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Kubaz.webp","effects":[{"_id":"KTMeZ69AIhp6lmIz","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Kubaz","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (120 ft.)","mode":2,"priority":20},{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"kubazian","mode":0,"priority":0},{"key":"data.traits.toolProf.value","value":"slic","mode":0,"priority":0},{"key":"flags.sw5e.sunlightSensitivity","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kubaz.webp","label":"Kubaz","tint":"","transfer":true}]} +{"_id":"55HlvBsEXuAkHOXk","name":"Droid, Class II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"
\n

Players as Droids

\n

Work with your GM to determine if playing as a droid is appropriate for your campaign. Droids are impervious to many effects and vulnerable to others. If your GM approves this choice of species, work with them to determine your droids designation, name, and appearance. If you want to play a different type of droid, work with your GM to find traits to realize your character.

\n
\n

Appearance

\n

Class II droids are typically small, standing between two and four feet. Their form and color scheme vary based on tasks for which they are created, their affiliation, or quirks of their owner.

\n

They are noteworthy for their distinct, function-oriented form.

\n

Utility

\n

Class II droids are programmed for engineering and other technical sciences. They differ from class one droids because they apply the science to real-life situations. Class II droids are rarely equipped with Basic vocabulators, instead communicating through Binary. There are five subcategories of class II droids. Astromech, exploration, environmental, engineering, and maintenance droids are all class II droids.

\n

Names

\n

Droids are typically called by their designation, given to them when they are created, or some affectation given to them by their owner. Often this affectation is a play on their designation.

\n

Occasionally, noteworthy droids will earn monikers based on their accomplishments.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity or Wisdom score increases by 1.

\n

Age. Droids don’t age, though they require maintenance to retain functionality.

\n

Alignment. Droids tend toward no particular alignment. The best and worst are found among them.

\n

Size. Class II droids stand 2 to 4 feet tall and weigh about 70 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Type. Your creature type is droid. Armor Integration. You can not wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.

\n

Droid Resistances. You are resistant to necrotic, poison, and psychic damage, and are immune to poison and disease.

\n

Droid Systems. You do not need to eat or drink. Additionally, you no longer require a tech focus to cast tech powers.

\n

Droid Vulnerabilities. You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.

\n

Force Insensitive. While droids can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.

\n

Integrated Engineering. You have proficiency in one specialist’s kit of your choice. The chosen kit is integrated into your chassis, and can not be removed while you are conscious.

\n

Maintenance Mode. Rather than sleep, you enter an inactive state to perform routine maintenance for 4 hours each day. You have disadvantage on Wisdom (Perception) checks while performing maintenance.

\n

Rapid Reconstruction. You are built with internal repair mechanisms. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points.

\n

Retractable Arms. You have two retractable arms: one grasper and one manipulator. The manipulator arm can only wield light shield generators and weapons with the light property.

\n

Skill Protocol. You have proficiency in two skills of your choice.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Binary. You can understand spoken and written Galactic Basic and one language of your choice, but you can not speak it.

"},"skinColorOptions":{"value":""},"hairColorOptions":{"value":""},"eyeColorOptions":{"value":""},"distinctions":{"value":""},"colorScheme":{"value":"Varies"},"droidDistinctions":{"value":"Retractible arms, integrated tools, diminutive size"},"heightAverage":{"value":"2'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":""},"slanguage":{"value":""},"manufacturer":{"value":"Aratech Repulsor Company, Industrial Automaton"},"droidLanguage":{"value":"Binary"},"source":"PHB"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Droid%20Class%20II.webp","effects":[{"_id":"1QGm5ILFRToMUhLq","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":0,"priority":20},{"key":"data.attributes.speed.value","value":"25","mode":5,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"psychic","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"diseased","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"poisoned","mode":0,"priority":20},{"key":"data.traits.dv.value","value":"ion","mode":0,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20},{"key":"data.traits.languages.value","value":"binary","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"data.details.species","value":"Droid, Class II","mode":5,"priority":20},{"key":"flags.sw5e.forceInsensitive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maintenanceMode","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.rapidReconstruction","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Droid%20Class%20II.webp","label":"Droid, Class II","tint":"","transfer":true}]} +{"_id":"5eXS9vuPMHw1GEqA","name":"Vurk","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Vurks are the predominant sentient species of the planet Sembla. They are tall, reptilian humanoids with bulbous dark eyes and sweeping head crests. Their hands and feet have three digits each, one of which was opposable. They have distinguishing gray-green, leathery skin. Being able to breathe both water and air, they are perfectly adapted to travel Sembla's warm, shallow seas dotted with volcanic islands. They share a strong nomadic instinct with their amphibious ancestors.

Society and Culture

Young Vurk males are married off by their parents; those who failed to marry before reaching adulthood remain bachelors for the rest of their lives. Because their way of living resulted in virtually no sizable permanent settlement whatsoever, Vurks were generally considered primitive by the rest of the galaxy; however, that was not true. They are very intelligent and believe in a highly developed philosophical tradition that emphasizes personal integrity and individual freedom and encourage personal honesty. Their compassionate and calm manner made them better than average diplomats.\r\n\r\nVurks are very family-oriented. It is common for multiple generations to remain in the same location as a single household, with the eldest family member being the patriarch or matriarch and making the decision for the entire family.

Names

Vurk names are traditionally two to three syllables. Female names typically end with a vowel, while male names vary. Surnames are familial.

  Male Names. Coleman, Jadran, Milanko, Zlatko

  Female Names. Elka, Iryna, Miglena, Tanya, Verka

  Surnames. Cheevochik, Provric, Trebor, Vorgecz","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

Age. Vurk reach adulthood in their 20s and live an average of 70 years.

Alignment. Vurk philosophies cause them to tend toward the light side, though there are exceptions.

Size. Vurks typically stand between 6 and 7 feet tall and weigh around 175 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Amphibious. You can breathe air and water.

Athletic. You have proficiency in the Athletics skill.

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Head Crest. Your head crest is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d6 + your Strength modifier kinetic damage.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Semblan. Semblan has a very melodic feel and often evokes images of waterfalls to those who don't understand its meanings.

"},"skinColorOptions":{"value":"Dark blues, greens, greys, or reds"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Bulbous eyes, head crests, three-fingered hands"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Sembla"},"slanguage":{"value":"Semblan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Vurk","mode":"+","targetSpecific":false,"id":1,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ath.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Skills Athletics"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"semblan","mode":"+","targetSpecific":false,"id":10,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Vurk.webp","effects":[{"_id":"Q0QM1el7ltMmxAt5","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Vurk","mode":2,"priority":20},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"35","mode":5,"priority":5},{"key":"data.skills.ath.value","value":1,"mode":4,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"semblan","mode":0,"priority":0},{"key":"flags.sw5e.amphibious","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Vurk.webp","label":"Vurk","tint":"","transfer":true}]} +{"_id":"605IstMCxeNCLGmh","name":"Cerean","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Cereans' enlarged skulls, extending above their foreheads, house complex binary brains, provided with sufficient blood by an extra heart in their heads. The binary structure of Cerean thinking helps them to ponder two sides of an issue at once. It also enables them to process information and solve problems rapidly and provides a highly advanced capacity for concentration and meditation. Because of their thoughtful nature, they tend to be calm, rational and analytical, preferring peaceful philosophies and a lifestyle which works in harmony with nature. Though the quick-thinking Cereans have equally quick reflexes, they are commonly not as well coordinated as humans.

\n

Society and Culture

\n

Cereans developed a low-tech society on their homeworld and prefer to live in isolation from the wider galaxy. Preserving the natural beauty of Cerea, the planet is home to many Outsider Citadels where it is permissible to use offworld technology, though it could not be removed from the Citadel. Meditation is a core part of a Cerean's daily rituals, with many employing specially-forged kasha crystals as a focusing tool. By focusing one's thoughts while in contact with such crystals, distractions are eliminated, creating an exceptional meditation environment. Cerean Jedi sometimes incorporate these crystals into their lightsabers, providing great focus, even during intense physical combat.

\n

Names

\n

Cerean male first names are often hyphenated, while females are not. Surnames are familial.

\n

  Male Names. Ji-Cheelia, Ki-Adi, Pick-toh, Sauli-Fanz

\n

  Female Names. Dreash, Kilniavy, Melm, Rharoth

\n

  Surnames. Codux, Emkom, Kyureft, Lonnik, Mundi

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.

Age. Cereans reach adulthood in their late teens and live less than a century.

Alignment. Cereans' altruistic nature causes them to tend toward the light side, though there are exceptions.

Size. Cereans typically stand between 6 and 7 feet tall and weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Intuitive Initiative. You can choose to reroll Initiative checks, but you must use the new roll.

Closed Mind. Cereans have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.

Perceptive. You have proficiency in Perception.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Trance. Cereans don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Galactic Basic and Cerean.

"},"skinColorOptions":{"value":"Light tones"},"hairColorOptions":{"value":"Blond, brown, or white (usually with age)"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Cone-like skull, binary brain"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Cerea"},"slanguage":{"value":"Cerean"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Cerean","mode":"=","targetSpecific":false,"id":1,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.prc.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Skills Perception"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"cerean","mode":"+","targetSpecific":false,"id":8,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Cerean.webp","effects":[{"_id":"BhqpYkxEEUvVs0Z2","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Cerean","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.skills.prc.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"cerean","mode":0,"priority":0},{"key":"flags.sw5e.closedMind","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.strongLegged","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.trance","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Cerean.webp","label":"Cerean","tint":"","transfer":true}]} +{"_id":"65BZQP2ujiTm1Bso","name":"Ewok","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Ewoks are sentient humanoid mammals, averaging about one meter in height, which can provide an advantage when trying to hide. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade an Ewok can get. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. Their appearance has been likened to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"

Society and Culture

Most Ewoks live high among the trees of the forest moon, in villages built between the closely spaced trees. The basic design of a tree village has a \"Central Village\" of thatched-roof huts on the primary limbs. These huts are high enough above the ground to be out of reach of predators. Suspended bridges connect the gaps between trees, adjoining distant huts. Knotted rope ladders allow access up or down.\r\n\r\nEwoks enjoy singing and playing music during celebrations and rituals. They are resourceful and tend to make use of everything they get their hands on; they use a variety of crude drums, horns, flutes, and other instruments in their music.

Names

Ewok names are comprised of growled consonants. Female names always end in a vowel. Surnames are clan-based.

  Male Names. Coostick, Erphek, Grarphil, Moodoo

  Female Names. Booshi, Chela, Fesasha, Lipe, Ypezzi

  Surnames. Fedrimra, Jellyng, Moomrack, Trantelaa","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age. Ewoks reach adulthood in their early teens and live about 50 years.

Alignment. Ewoks are inherently accepting, albeit naive, and tend toward the light side, though there are exceptions.

Size. Ewoks stand between 3 and 4 feet tall and weigh about 50 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Crude Weapon Specialists. Ewoks are used to making do with less. You can spend 1 hour, which you can do over the course of a short rest, crafting a weapon out of loose materials. You can craft any simple kinetic weapon, but the weapon's damage suffers a -1 penalty.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Musical Culture. Ewoks incorporate music in their celebrations and rituals. You have proficiency in an instrument of your choice.

Natural Survivalist. You have proficiency in Nature and Survival.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Treeclimber. You have a climbing speed of 25 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Ewokese. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.

"},"skinColorOptions":{"value":"Brown"},"hairColorOptions":{"value":"Shades of white, brown, red, and black"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Furry, short stature, acute sense of smell"},"heightAverage":{"value":"2'9\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Forest Moon of Endor"},"slanguage":{"value":"Ewokese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ewok","mode":"=","targetSpecific":false,"id":1,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.nat.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Skills Nature"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"ewokese","mode":"+","targetSpecific":false,"id":9,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Ewok.webp","effects":[{"_id":"jwNxli358V22lYXu","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Ewok","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"25","mode":5,"priority":5},{"key":"data.skills.nat.value","value":1,"mode":4,"priority":20},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"ewokese","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"flags.sw5e.crudeWeaponSpecialists","value":"1","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"music","mode":0,"priority":20},{"key":"flags.sw5e.maskOfTheWild","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Ewok.webp","label":"Ewok","tint":"","transfer":true}]} +{"_id":"7a4jr6Fd6MXzWqWN","name":"Chiss","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The chiss are a near-human species distinguished by their blue skin and glowing red eyes. Genetic analysis indicate that they are an offshoot of humanity, and it is believed that moving underground led to a divergence between them and baseline Humans. Their blue skin, jet black hair and red eyes generally command attention; these features make them physically striking and instantly recognizable.

Society and Culture

Chiss society is highly structured and ordered with the rule of law being enforced by a group of four affiliations known as the Ruling Families: the Csapla, Nuruodo, Inrokini and Sabosen. These are not biological family groupings but instead different branches of their government. Every chiss claims affiliation to one of the four families, as determined by both tradition and place of birth. The family names are more of a cultural holdover; the bloodlines had grown so co-meddled that any chiss could claim affiliation to any of the ruling families. In spite of the outward impression of calm and order that the chiss like to project to outsiders, there were evidently tensions within the Families; political assassinations are a real part of chiss political life for the Ruling Families.

Names

A chiss true-name has 3 parts, each separated by an apostrophe. The first part is their family name, the second part is their root name, and the third part is their occupation. Chiss rarely share their true-name with non-chiss, and usually go by their root name. Male and female names do not significantly deviate.

  Names. Crorcu'ecuk'unist, Dash'esoru'ishur, Jerd'ecer'lonii, Kisk'egauw'eqhi, Marag'aliphil'eduo, Pommo'icuote'nlerme, Vornu'wuzi'lerdim

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

Age. Chiss reach adulthood in their late teens and live less than a century.

Alignment. Chiss' tactical and selfish nature cause them to tend toward lawful dark side, though there are exceptions.

Size. Chiss typically stand between 5 and 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Tech Resistance. Growing up around technology leaves an impact on chiss. You have advantage on Dexterity and Intelligence saving throws against tech powers.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Martial Proficiency. You have proficiency with light and medium armor as well as the blaster pistol and sniper rifle.

Languages. You can speak, read, and write Galactic Basic and Cheunh. Cheunh is a complex language that is difficult for non-chiss to learn. Chiss take pride in this difficulty.

"},"skinColorOptions":{"value":"Blue or silver"},"hairColorOptions":{"value":"Black, blue, or silver"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Glowing red eyes, above-average night vision"},"heightAverage":{"value":"4'11\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Csilla"},"slanguage":{"value":"Cheunh"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Chiss","mode":"=","targetSpecific":false,"id":1,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft)","mode":"+","targetSpecific":false,"id":6,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":7,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":8,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"blaster pistol","mode":"+","targetSpecific":false,"id":9,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"sniper rifle","mode":"+","targetSpecific":false,"id":10,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":11,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"cheunh","mode":"+","targetSpecific":false,"id":12,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Chiss.webp","effects":[{"_id":"VaDVQFvsbGNJ3yew","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Chiss","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (120 ft)","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":0,"priority":0},{"key":"data.traits.armorProf.value","value":"med","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"blaster pistol","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"sniper rifle","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"cheunh","mode":0,"priority":0},{"key":"flags.sw5e.techResistance","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Chiss.webp","label":"Chiss","tint":"","transfer":true}]} +{"_id":"7nPC2ZPgyHPFxugE","name":"Esh-Kha","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Esh-kha are a gray-skinned humanoid species with equine features, including muzzles and digitigrade legs. They also have small black eyes. 

\n

Society and Culture

\n

In terms of society, their race's culture resembles that of a hive society though each individual retain their own thoughts and aspirations yet all being bred for a specific role that they were eager to fulfill. A caste system is present amongst the esh-kha which included Force-sensitive simple minded savants, more numerous skilled determined warriors that watched over them and finally the patriarchs that acted as leaders who provided their wisdom as well as decisions to their entire people. Esh-kha appear to outsiders as a savage violent species that care only for the destruction of all other races. This hatred for other sentient species is believed to had stemmed from their tightly-knit hive-like society. It is suspected that the esh-kha are simply unable to tolerate or even adapt to the existence of thinking of outsiders who only suffered their wrath. Their race only turns violent against one another in the most extreme of circumstances.

\n

Names

\n

Whilst their kind are individuals, esh-kha are not named at birth but instead earn their names through their actions. An esh-kha that displayed great skill in battle could be called \"Swift Blade\", or maybe \"Deadly Cutter\" or some other such name. It is believed that this partly explained an esh-kha's zeal in battle with young warriors seeking not only victory but an opportunity to lay claim to a name and forge their own identity. Esh-kha do not use surnames, as they believe they are one family.

\n

  Names. Bleeding Yell, Dormant Heart, Blue Survivor, Ancient Cull, Sharp Grip, Running Sun, Flame Walker

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength or Wisdom score increases by 2, and your Constitution score increases by 1.

\n

Age. Esh-kha reach adulthood in their early teens and live less than a century.

\n

Alignment. The esh-kha's stubborn and racially-centric mindsets cause them to tend toward lawful balanced, though there are exceptions.

\n

Size. Esh-kha typically stand 6 to 6 and a half feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. 

\n

Force-Sensitive. You know your choice of the turbulence, Force disarm, or slow at-will force powers. Your forcecasting ability is Wisdom or Charisma (depending on power alignment). 

\n

Inquisitive. You have proficiency in the Investigation skill. 

\n

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

\n

Skill Versatility. You gain proficiency in one skill of your choice.

\n

Weapon Training. You have proficiency in two vibroweapons or blasters of your choice.

\n

Languages. You can speak, read, and write Galactic Basic and Kharan. Kharan contains many metaphorical expressions when translated to Galactic Basic. The language has many comparisons to music and singing, such as a galactic government being compared to a chorus.

"},"skinColorOptions":{"value":"Gray or tan"},"hairColorOptions":{"value":"Gray"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Horizontal head protrusions"},"heightAverage":{"value":"5'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Unknown, Belsavis (adopted)"},"slanguage":{"value":"Kharan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Esh-kha","mode":"=","targetSpecific":false,"id":1,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.inv.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Skills Investigation"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"kharan","mode":"+","targetSpecific":false,"id":8,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Esh-Kha.webp","effects":[{"_id":"aUdPMqzH9ntC1KQB","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Esh-kha","mode":5,"priority":5},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.inv.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"kharan","mode":0,"priority":0},{"key":"flags.sw5e.savageAttacks","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Esh-Kha.webp","label":"Esh-Kha","tint":"","transfer":true}]} +{"_id":"7v14PpoxBFYPx0sA","name":"Ryn","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Their homeworld long lost from memory and time, the ryn are a humanoid race of musicians, vagabonds and travelers. The ryn's bodies are covered in soft, short fur, with a head of white hair which is matched by a tuft of hair at the end of their long prehensile tails, excellent for grasping things. Very uniquely ryn in nature, are their beak-like noses that contain fluted holes. These holes allow the ryn to play their 'beaks' like flutes. This talent has been used to communicate between ryn and has uniquely been observed in communication with droids.

\n

Society and Culture

\n

Wanderlust consumes the ryn. The ryn are a nomadic species, their original homeworld forgotten, even to them. They cannot abide confinement and constraint, and they itch to move on shortly after they arrive in a new place. Due to their homelessness, musical talent, natural secrecy, and avoidance of written records, ryn developed a nomadic culture and a reputation for confidence games, leaving many species prejudiced against them. In some sectors it is legal to enslave or hunt ryn. Their language is outlawed in many locations, and a large number of ryn women are used as slave breeding stock. They claim that sabaac, the popular card game that took the place of Pazaak in terms of card game prominence, is derived from their use of it as a fortune telling tool in their auguries. These auguries are today favored by hutts, who have a superstitious belief in the card tellings. A peculiar habit is that a ryn cannot sleep in the same location twice.

\n

Names

\n

Ryn names have a very melodic tone, taking cues from many different languages from across the galaxy. Ryn do not use surnames.

\n

  Male Names. Corfat, Dirygat, Garya, Nemagary

\n

  Female Names. Cogesama, Giani, Gypopha, Simeti

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence or Charisma score increases by 2, and your Dexterity score increases by 1.

\n

Age. Ryn reach adulthood in their early teens and live about 80 years.

\n

Alignment. Ryn's superstitious and solitary nature causes them to tend toward balanced alignments, though there are exceptions.

\n

Size. Ryn typically stand 4 and a half to 6 feet tall and generally weigh about 120 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Con Artist. You have proficiency in one gaming set of your choice.

\n

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Divination. Whether through mystical divination or sheer luck, you can turn failures into successes. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

\n

Eternal Nomads. You have proficiency in Lore or Survival (your choice).

\n

Musical. You have proficiency in Performance and one musical instrument of your choice.

\n

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

\n

Languages. You can speak, read, and write Galactic Basic and Ryn. Ryn uses tones and inflections and is easily described as melodious by anyone who hears it. You can communicate with droids and other ryn without using words through the use of your beak.

"},"skinColorOptions":{"value":"Blue, black, green, purple"},"hairColorOptions":{"value":"Light brown to white"},"eyeColorOptions":{"value":"Amber, blue, brown, or green"},"distinctions":{"value":"Long tails, beak-like noses"},"heightAverage":{"value":"4'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"75 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Unknown"},"slanguage":{"value":"Ryn"},"source":"Expanded Content"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Ryn.webp","effects":[{"_id":"XGMDXcDtlSfQQgFZ","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Ryn","mode":5,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":20},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"game","mode":0,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.prf.value","value":1,"mode":4,"priority":20},{"key":"data.traits.toolProf.value","value":"music","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"ryn","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Ryn.webp","label":"Ryn","tint":"","transfer":true}]} +{"_id":"95rHoQQRVJEhgR5X","name":"Karkarodon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The amphibious Karkarodons have tall, slim bodies with webbed hands and feet. Their shark-like heads have pointed noses, gill slits, and many rows of razor-sharp teeth, which they use when attacking and eating. Karkarodons are skilled and fast swimmers. They attack by grabbing the target and used their jaws for ripping and tearing.

Society and Culture

Karkarodons hail from the planet Karkaris, which is located in a star system neighboring the planet Mon Cala. They harbor an intense hatred for the Mon Calamari and Quarren inhabitants. The planet is almost entirely under water, and is very uninviting to non-Karkarodons. \r\n\r\nKarkarodon culture is a warmongering, strength-based culture. Clans often fight eachother for dominance, natural resources, and to cull the weak. Each clan on the planet has a ruling triumvirate, usually comprised of venerated warriors who rule for life. When a younger Karkarodon wants to replace one of the ruling body, they challenge them to single, mortal combat. Occasionally, the challenged may spare the life of the challenger when they win, though that usually leads to resentment from the loser.\r\n\r\nKarkarodons do not believe in lying or duplicity. They believe in approaching problems head on and saying what they mean, and are generally demeaing towards those they deem their lessers.

Names

Karkarodon names are harsh and gutteral. They are generally one syllable. Surnames are clan-based rather than familial.

  Male Names. Aurb, Rend, Riff, Trak, Vour

  Female Names. Dewb, Garr, Rast, Scrat, Zend

  Surnames. Alben, Gerdall, Kibben, Tamson, Zendall","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.

Age. Kakarodon reach adulthood in their early teens and live to be about 70.

Alignment. Karkarodons' warmongering nature causes them to tend toward the dark side, though there are exceptions

Size. Karkarodons stand 5 to 7 feet tall and weigh upwards of 250 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Amphibious. You can breathe air and water.

Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d6 + your Strength modifier.

Hungry Jaws. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Karkaran. Karkaran is characterized by its fierce sounds.

"},"skinColorOptions":{"value":"Blue, gray, or white"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Multiple rows of sharp teeth, powerful jaws, shark-like heads"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Karkaris"},"slanguage":{"value":"Karkaran"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Karkarodon","mode":"=","targetSpecific":false,"id":1,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"karkaran","mode":"+","targetSpecific":false,"id":8,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Karkarodon.webp","effects":[{"_id":"aWzuTfE8yN5RwMdF","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Karkarodon","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"karkaran","mode":0,"priority":0},{"key":"flags.sw5e.aggressive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.amphibious","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Karkarodon.webp","label":"Karkarodon","tint":"","transfer":true}]} +{"_id":"9BXBEy96oeYYEvNY","name":"Pau'an","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Pau'ans have large, sunken black eyes in red eye sockets and jagged, fang-like teeth used for tearing into raw meat, as they are carnivores. The species has pale, wrinkled skin, due to the fact that they lived in the sinkholes of Utapau, giving them limited access to light. These traits cause some to view them as frightening. However, Pau'ans as a society are generally friendly, and are happy to welcome guests to their often overlooked world. Pau'ans have long lifespans, living up to 700 years, much longer than the Utai. This earned them the nickname of \"Ancients\".

Society and Culture

Pau'ans fulfill most of the governmental and administrative duties on Utapau, as the utai do not desire such work, serving as laborers instead. Most pau'ans served as leaders early in their lives, often managing teams of Utai laborers. This gives them experience that will be used later in their lives. Pau'ans are kind leaders, and sympathetic to their subordinates. Each city on Utapau is controlled by a Master of Port Administration, a hereditary title reserved for pau'ans. These administrators are assisted by advisory councils for making important decisions about their city, and each administrator serves on the Utapauan Committee and oversees planetary governance. However, the committee rarely makes crucial decisions, as the cities are able to function on their own most of the time.

Names

Pau'an names are fairly simple, and generally melodic. Surnames are familial.

  Male Names. Kernul, Sivrol, Tar, Vizun, Yal, Zeolbud

  Female Names. Cas, Jevoh, Nesim, Sizil, Ten, Yofan

  Surnames. Gesat, Kluneln, Nom, Vley, Voy, Zet","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

Age. Pau'ans reach adulthood in their 30's and have been known to live up to 700 years old.

Alignment. Pau'ans' commanding presence, yet friendly and kind nature, cause them to tend to be lawful light side, though there are exceptions.

Size. Pau'ans typically stand between 6 and 7 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Authoritative. You have proficiency in Persuasion or Intimidation (your choice).

Cultured. You have proficiency in the Lore skill.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hypersensitive Hearing. Pau'ans possess incredibly receptive hearing, often to their detriment, so you wear special covers on your ears. Whenever you make a Wisdom (Perception) check involving hearing, you are considered to have expertise in the Perception skill, but if your hearing aids are removed, you have disadvantage on saving throws against effects that would deal sonic damage.

Vigilant. You can choose to have advantage on your next Initiative check. Once you use this trait, you can't use it again until you finish a short or long rest.

Languages. You can speak, read, and write Galactic Basic and Utapese. Utapese is characterized by its rigid, yet melodic sound.

"},"skinColorOptions":{"value":"Gray or white"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or silver"},"distinctions":{"value":"Red eye sockets, pinstriped skin, long lifespan, jagged teeth"},"heightAverage":{"value":"5'0\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Utapau"},"slanguage":{"value":"Utapese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Pau'an","mode":"=","targetSpecific":false,"id":1,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"utapese","mode":"+","targetSpecific":false,"id":9,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Pau%27an.webp","effects":[{"_id":"BldeMF2ddbdP09sB","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Pau'an","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.senses","value":"Darkvision (120 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"utapese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Pau%27an.webp","label":"Pau'an","tint":"","transfer":true}]} +{"_id":"9e323NFs2vzi3PWP","name":"Clawdite","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

In their natural form, clawdites resemble reptilian humanoids, having evolved from reptomammals. They have sunken cheeks with a narrow nose, a small mouth, large eyes with slit-like pupils, and a thin line that runs down their foreheads, creasing their nose. Clawdites possess an extremely rare ability to change their appearance. They can change the color and texture of their skin and eyes, and even grow hair, to mimic other species, though they cannot add significant physical mass to their bodies.

Society and Culture

By nature, clawdites are quiet and solitary beings, often shunning the company of others unless it benefits them. Due to their nature as shapeshifters, they are often mistrusted by strangers. Consequently, they view the galaxy pragmatically, and are often harsh realists.

Not all clawdites use their shapeshifting abilities due to the pain the transformation causes. These clawdites are often inclined to remain on their homeworld of Zolan, avoiding the company of other species.

On Zolan, clawdites are feared and shunned by the zolanders, who are a deeply religious people, believing that clawdites are impure and sinful. Zolanders force clawdites to live in slums scattered across the planet.

Those clawdites who leave their homeworld tend to gravitate toward professions that celebrate their shapeshifting, such as smuggling, bounty hunting, or espionage.

Names

Clawdite names often have a rolling or hissing quality to them. Surnames are familial, though clawdites rarely use them.

  Male Names. Nuri, Pol, Renneyn, Rosat, Turman

  Female Names. Bargu, Cato, Murna, Sora, Zam

  Surnames. Durra, Noviee, Parasitti, Virten, Wesell

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and one other ability score of your choice increases by 1.

\n

Age. Clawdites reach adulthood in their early teens and live less than a century.

\n

Alignment. Clawdites' pragmatism cause them to tend towards neutral balanced, though there are exceptions.

\n

Size. Clawdites typically stand 5 to 7 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Intimidation, Insight, and Persuasion

\n

Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another species, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.

\n

Unsettling Visage. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

\n

Languages. You can speak, read, and write Galactic Basic, Clawdite, and one more language of your choice. Clawdite is characterized by its rolling sounds paired with hissing sibilants.

"},"skinColorOptions":{"value":"Green to yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow, gold, or blue"},"distinctions":{"value":"Shapechanging capabilities"},"heightAverage":{"value":"4'11\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"95 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Zolan"},"slanguage":{"value":"Clawdite"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Clawdite","mode":"=","targetSpecific":false,"id":1,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":5,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"clawdite","mode":"+","targetSpecific":false,"id":6,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Clawdite.webp","effects":[{"_id":"hd9gJJ4PBwD8kWf5","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Clawdite","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"clawdite","mode":0,"priority":0},{"key":"flags.sw5e.shapechanger","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.unsettlingVisage","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Clawdite.webp","label":"Clawdite","tint":"","transfer":true}]} +{"_id":"9f3AQzwrAHpdjqJe","name":"Klatooinian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Klatooinians are a humanoid species with canine features, having short muzzles over toothy overbites. They are also notable for their heavy brows and ridges along the tops of their heads.

Society and Culture

For centuries, klatooinians have been slaves to the hutts, whom they view as almost godlike, immortal beings. Although the hutts allow a council of elders to rule on Klatooine, all off-world affairs are wholly under hutt control. Under the hutts, the klatooinians serve as soldiers and guards. Even those klatooinians who do not serve the hutts are often employed as hired muscle by other masters.\r\n\r\nKlatooinian society was known for a strong belief in tradition and the wisdom of the elders, although some younger klatooinians rebelled against this norm and sought out freedom from enslavement. Others attempted to gain their own fortunes as smugglers, pirates, bounty hunters, or raiders.

Names

Klatooinian names are often derived from the names of great heroes and historical figures. Surnames are familial, and are usually shorter than klatooinian given names.

  Male Names. Barada, Castas, Sta-Den, Tarados

  Female Names. Gelis, Petkara, Sterasi, Yelmith

  Surnames. Eek, Gort, Gon, Ovin","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength, Constitution, and Wisdom scores increase by 1.

Age. Klatooinians reach adulthood in their late teens and can live as long as 90 standard years.

Alignment. Klatooinian society encourages reverence for tradition and an inclination towards violence, causing them to tend toward lawful dark side, though there are exceptions.

Size. Klatooinians typically stand around 6 feet tall and generally weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Enforcer. You are proficient in the Intimidation skill. When you take the Help action to give an ally advantage on an Intimidation check, they gain a bonus to the roll equal to your proficiency bonus.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Weapon Training. Klatooinians are trained to fight from a young age. You have proficiency in two martial vibroweapons of your choice.

Wisdom of the Elders. You are proficient in the Lore skill.

Languages. You can speak, read, and write Galactic Basic, Klatooinian, and Huttese. Klatooinian is a gutteral, barking language, with many loanwords adopted from Huttese over the centuries.

"},"skinColorOptions":{"value":"Green, gray, brown"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Brown, black, gray"},"distinctions":{"value":"Heavy brows, short canine muzzles"},"heightAverage":{"value":"5'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"125 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Klatooine"},"slanguage":{"value":"Huttese, Klatooinian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Klatooinian","mode":"=","targetSpecific":false,"id":1,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":5,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":6,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[]},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"klatooinian","mode":"+","targetSpecific":false,"id":10,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"huttese","mode":"+","targetSpecific":false,"id":11,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Klatooinian.webp","effects":[{"_id":"G6pCpdwb6FUA1ViV","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Klatooinian","mode":5,"priority":5},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"klatooinian","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"huttese","mode":0,"priority":0},{"key":"flags.sw5e.toughness","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Klatooinian.webp","label":"Klatooinian","tint":"","transfer":true}]} +{"_id":"AGTXEntyolPiGAZ5","name":"Lannik","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Lannik are short, bipedal humanoids with droopy, long ears. Males and females are equally tall, although the latter have a considerably less strong complexity. Their species is, however, much more vigorous and resistant than what its size could suggest. A Lannik's skin tends to be of colours similar to his or her eyes and hair. The species has evolved long pointy ears which allow them to hear better than human ears.

Society and Culture

The Lannik culture is apparently war loving, and Lanniks feel a great respect for warriors. At the same time, though, they follow a strict centuries-old code of honour. Lannik soldiers have the custom of tying all their hair in a single topknot over their head. Their species is one of fierce warriors, whose abilities have developed fighting against terrible predators and other Lanniks in a long history of wars. Although many regard the Lannik as hotheaded and temperamental, they are quite fearless and clear-headed even in combat, giving them the ability to think their way out of a dangerous situation.\n\nThe Lannik do not show their thoughts through their facial expressions, and seem always angry to other species. They are also very stubborn, and are not likely to change career once they chose it. Most males - and many females - serve in the planetary militia, celebrating the species' past as a warrior species. Some take on off-world mercenary work.

Names

Lannik names are generally short. Lanniks don't often give out their surnames.

  Male Names. Minch, Oteg, Vandar, Yaddle, Yoda

  Female Names. Giro, Lina, Penny, Vona, Zeya

  Surnames. Bek, Kaz, Mon, Var, Zin","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Intelligence score increases by 1.

\n

Age. Lanniks reach adulthood in their 50's and can live up to 900 years.

\n

Alignment. Despite the turbulence on their homeworld, Lanniks tend toward the light side, though there are exceptions.

\n

Size. Lanniks typically stand 3 to 4 feet tall and rarely weigh more than 50 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Closed Mind. Lanniks have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against Force powers.

\n

Force Sensitive. You know the guidance at-will Force power. When you reach 3rd level, you can cast the valor Force power once per day. When you reach 5th level, you can also cast the Force enlightenment Force power once per day. Wisdom is your forcecasting ability for these powers.

\n

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Wisdom of the Elders. You are proficient in the Lore skill.

\n

Languages. You can speak, read, and write Galactic Basic and Lannik. Due to their large ears, the Lannik language is spoken softly, and it is considered insulting to shout.

"},"skinColorOptions":{"value":"Blue, brown, green, orange, red, purple, yellow, or gray"},"hairColorOptions":{"value":"Brown, gray, or white"},"eyeColorOptions":{"value":"Amber, blue, brown, gray, green, hazel, purple, or red"},"distinctions":{"value":"Downward-sloping, large ears"},"heightAverage":{"value":"3'0\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Lannik"},"slanguage":{"value":"Lannik"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Lannik","mode":"=","targetSpecific":false,"id":1,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"lannik","mode":"+","targetSpecific":false,"id":8,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Lannik.webp","effects":[{"_id":"cc9M6XfSr4Cq2XkG","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Lannik","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"25","mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"lannik","mode":0,"priority":0},{"key":"flags.sw5e.closedMind","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Lannik.webp","label":"Lannik","tint":"","transfer":true}]} +{"_id":"ArdRIBU7d9vvkbGA","name":"Togruta","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Togruta have rusty skin tones ranging in hue from blue to red to green, with white pigmentation on their faces, greyish lips, and white stripes adorn various parts of their bodies. The pattern of stripes varies from individual to individual. This red and white pattern was a phenotype left over from their ancestor's camouflage that helped them to blend in with Shili's natural surroundings.

Their heads bear two montrals, with three to four head-tails, whose stripes were darker than those of the montrals. Togruta have the ability to sense the proximity and movement of physical objects around them by means of their hollow montrals, which detect space ultrasonically. Young togrutas' montrals and posterior head-tail do not fully grow until adolescence, when their montrals curve and their final head-tail grows to the length of their other head-tails.

Society and Culture

Togruta have a strong sense of unity and togetherness. On their native homeworld of Shili, they rely on each other and band together to take a stand against the massive monsters that hunt them. The creatures of Shili most often attack in groups, which was even more reason for the native togruta to work together. While most of Shili is covered in the scrublands where the togruta hunt their herbivorous prey, the togruta live in small communities in the forest valleys.

Names

Togruta names are typically long. Surnames are familial.

  Male Names. Acanaar, Mukraas, Obolak, Tokrym

  Female Names. Akoma, Maasha, Okohlo, Shola

  Surnames. Hyl, Na, Nim, Ris, Resh, Vaal, Zin

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Strength or Dexterity score increases by 1.

Age. Togruta reach adulthood in their late teens and live less than a century.

Alignment. Togruta culture focuses on unity which causes them to tend toward the light side, though there are exceptions.

Size. Togruta typically stand between 5 and 6 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Montral Reception. You have tremorsense out to 30 feet. You can detect and pinpoint the origin of vibrations within a specific radius, provided that monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures

Wild Hunters. You have proficiency with the Survival skill.

Languages. You can speak, read, and write Galactic Basic and Togruti. Togruti is an ornate language characterized by trills and long vowel sounds which are modified by subtle tremors in the togruta's head-tails. This language is heavily influenced by Basic, but also incorporates some native idioms, which caused Basic-speaking togruta to use seemingly strange expressions.

"},"skinColorOptions":{"value":"Blue, green, orange, purple, red, white, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, blue, green, orange, purple, yellow, or red"},"distinctions":{"value":"Sharp canine teeth, two montrals, three or four head-tails"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Shili"},"slanguage":{"value":"Togruti"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Togruta","mode":"=","targetSpecific":false,"id":1,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[]},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.senses","value":"Tremorsense (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"togruti","mode":"+","targetSpecific":false,"id":9,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Traits Language"}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Togruta.webp","effects":[{"_id":"57U88UyYUeWc8lGm","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Togruta","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.senses","value":"Tremorsense (30 ft.)","mode":2,"priority":20},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"togruti","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Togruta.webp","label":"Togruta","tint":"","transfer":true}]} +{"_id":"AvVr0CocnSsEUu6h","name":"Devaronian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A bipedal mammalian species, Devaronians evolved in the dense jungles of Devaron as a hunter-gather species. Their bodies are denser than most humanoids' and as a result they were heavier than their appearance would tend to indicate. Devaronians have silver-based blood, which appears thick and black when exposed. They possess a unique blood filtration and cleansing system which processes through two livers. Because their bodies are constantly cleansed of toxins and carcinogens, the species is highly resistant to poison. To this end, sulfur is used as a stimulant on Devaron to enhance speed and strength, because inhaling it causes the substance to enter the bloodstream rapidly. Their livers struggle to eliminate sulfur from their system, meaning that long-term use can be dangerous.

Society and Culture

Devaronian males are driven by an urge to wander, usually taking the first opportunity to move on from one place to another; they are often found traveling the galaxy as tramp freighter captains and scouts. Female Devaronians, on the other hand, are content to remain in a single location, raising the young and running the government of Devaron. The males send money back to their homeworld to support their families, but otherwise hardly ever return. The females are content with this arrangement, as they tend to view the restless males as disruptive to home life.

Names

Devaronian names are dark, complex and often guttural, with some harsher tones mixed in here and there.

  Male Names. Cir, Gremegris, Keirtihk, Kucx, Niruhk

  Female Names. Crilnuy, Ghal, Milma, Nola, Taoluel

  Surnames. Breiz, Droddost, G'vaulnel, Raokt","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.

Age. Devaronians reach adulthood in their late teens and live less than a century.

Alignment. Devaronians' greediness causes them to tend toward chaotic balanced, though there are exceptions.

Size. Devaronians typically stand between 5 and 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Jungle Dweller. Growing up in the jungles of Devaron has left an impact. You are proficient in Survival. Additionally, you don't treat jungle terrain as difficult terrain.

Tech Resistance. Growing up around technology leaves an impact on devaronians. You have advantage on Dexterity and Intelligence saving throws against tech powers.

Two Livered. Devaronians have two livers, which makes them adept at filtering toxins. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Languages. You can speak, read, and write Galactic Basic and Devaronese. Devaronese is characterized by grunts and grumbles. It is rare to hear a Devaronian speak it any where other than their homeworld of Devaron.

"},"skinColorOptions":{"value":"Red, pink, brown, or white"},"hairColorOptions":{"value":"Brown, black, or white"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Horns or horn spots, long pointed ears"},"heightAverage":{"value":"4'10\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Devaron"},"slanguage":{"value":"Devaronese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Devaronian","mode":"=","targetSpecific":false,"id":1,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"=","targetSpecific":false,"id":6,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":7,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"devaronese","mode":"+","targetSpecific":false,"id":9,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Devaronian.webp","effects":[{"_id":"NXVgSk9AHJm492iG","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Devaronian","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":5},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"devaronese","mode":0,"priority":0},{"key":"flags.sw5e.techResistance","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Devaronian.webp","label":"Devaronian","tint":"","transfer":true}]} +{"_id":"BoiDTcRSl6pBtYYl","name":"Voss","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Voss are humanoid sentients with a high rate of Force-sensitivity who display prominent sexual dimorphism. The male Voss have blue skin and bright orange eyes, while the females have red skin and azure eyes. The Voss do not have hair or distinct pupils, and posess unique patterns of markings on their face, neck, and body, a trace of their shared ancestry with Gormak. Their voices have a slight mechanical tinge to them, making them sound somewhat like a droid or machine. Voss undogo a physical, developmental change during their marriage ceremonies (known as the Rite of Ardor) and do not develop sexually prior to the performance of these rituals.

Society and Culture

The Voss species resides in the isolated mountain-top city of Voss-Ka and is vastly outnumbered on their homeworld by its other native sentient species, the Gormak, who are extremely hostile toward them and from whom they arose. Most Voss live peacefully in Voss-Ka, caring for their families, cultivating the wild plants and maintaining equipment for the Voss commandos in the war against the Gormak, although some Voss do live outside the capital city, such as the Voss Mystics who reside in the Shrine of Healing. The Voss are great lovers of art, and their architecture features a distinctive artistic style. The entire Voss society is guided by the Force visions of Voss Mystics, which are considered infallible without exception.

Names

All Voss have two short names, connected by a hyphen, with the family name being the second one.

  Male Names. Char, Edan, Fadith, Nodin, Orin

  Female Names. Amin, Magra, Tala, Weylin, Yana

  Surnames. -Ko, -La, -Po, -Rae, -Va","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

\n

Age. Voss reach adulthood in their late teens and live less than a century. They do not reach sexual maturity until they undergo the Rite of Ardor.

\n

Alignment. As Voss culture encourages duty and emotional composure, individuals tend toward a lawful alignment, though there are exceptions.

\n

Size. Voss typically stand 5 to 6 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

\n

Inscrutable. Your calm demeaner and control make you hard to read. Wisdom (Insight) checks made against you have disadvantage, and you have advantage on any saving throw against an effect that would read your thoughts.

\n

Mystic Healing. You have proficiency in Medicine.

\n

Precognition. You can see brief visions of the future that allow you to turn failures into successes. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

\n

Voss Weapon Training. You have proficiency with the blaster rifle and techblade.

\n

Languages. You can speak, read, and write Galactic Basic and Voss. The Voss language is characterized by it's mystic-sounding word pairings.

"},"skinColorOptions":{"value":"Blue (male) or red (female)"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Orange (male) or blue (female)"},"distinctions":{"value":"Mechanical apperance, unique patterns and markings along face, neck, and body"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"105 lb"},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Voss"},"slanguage":{"value":"Voss"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Voss","mode":"=","targetSpecific":false,"id":1,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.med.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Skills Medicine"},{"modSpecKey":"data.traits.weaponProf.custom","value":"blaster rifle","mode":"+","targetSpecific":false,"id":8,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"techblade","mode":"+","targetSpecific":false,"id":9,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"voss","mode":"+","targetSpecific":false,"id":11,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Voss.webp","effects":[{"_id":"g7qkdxQGBYGcMDU9","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Voss","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.med.value","value":1,"mode":4,"priority":20},{"key":"data.traits.weaponProf.custom","value":"blaster rifle","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"techblade","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"voss","mode":0,"priority":0},{"key":"flags.sw5e.inscrutable","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.precognition","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Voss.webp","label":"Voss","tint":"","transfer":true}]} +{"_id":"CHsAcIeCOOtMpf3X","name":"Droid, Class IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"
\n

Players as Droids

\n

Work with your GM to determine if playing as a droid is appropriate for your campaign. Droids are impervious to many effects and vulnerable to others. If your GM approves this choice of species, work with them to determine your droids designation, name, and appearance. If you want to play a different type of droid, work with your GM to find traits to realize your character.

\n
\n

Appearance

\n

Class IV droids are typically human-like in both shape and size, though there are many advanced models (such as droidekas) that forgo this standardization. They are usually colored to match their affiliation, though personally owned class IV droids might not be. Certain models of class IV droids, such as the HK-series, are made to look like class III droids to disguise their martial nature.

\n

Utility

\n

Class IV droids are programmed for military and security purposes. Such droids tend to perform tasks of violence or combat might be expected. Almost all class IV droids carry weapons. Armed combat droids are among the first droids ever created. Security, gladiator, battle, and assassin droids are all class IV droids.

\n

Names

\n

Droids are typically called by their designation, given to them when they are created, or some affectation given to them by their owner. Often this affectation is a play on their designation.

\n

Occasionally, noteworthy droids will earn monikers based on their accomplishments.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength or Dexterity score increases by 1.

\n

Age. Droids don’t age, though they require maintenance to retain functionality.

\n

Alignment. Droids tend toward no particular alignment. The best and worst are found among them.

\n

Size. Class IV droids typically stand between 5 and 7 feet and weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Type. Your creature type is droid.

\n

Armor Integration. You cannot wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.

\n

Droid Resistances. You are resistant to necrotic, poison, and psychic damage, and are immune to poison and disease.

\n

Droid Systems. You do not need to eat or drink. Additionally, you no longer require a tech focus to cast tech powers.

\n

Droid Vulnerabilities. You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.

\n

Force Insensitive. While droids can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.

\n

Maintenance Mode. Rather than sleep, you enter an inactive state to perform routine maintenance for 4 hours each day. You have disadvantage on Wisdom (Perception) checks while performing maintenance.

\n

Martial Protocol. You have proficiency with light and medium armor as well as two simple or martial blasters or vibroweapons of your choice.

\n

Rapid Reconstruction. You are built with internal repair mechanisms. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points.

\n

Languages. You can speak, read, and write Galactic Basic and one language of your choice. You can understand spoken and written Binary, but you cannot speak it.

"},"skinColorOptions":{"value":""},"hairColorOptions":{"value":""},"eyeColorOptions":{"value":""},"distinctions":{"value":""},"colorScheme":{"value":"Varies"},"droidDistinctions":{"value":"Variable size, combat-designed nature, often humanoid"},"heightAverage":{"value":"5'2\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":""},"slanguage":{"value":""},"manufacturer":{"value":"Holowan Mechanicals, Uxiol Droid Manufacturing"},"droidLanguage":{"value":"Galactic Basic"},"source":"PHB"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Droid%20Class%20IV.webp","effects":[{"_id":"yyg9z15jh6tMBTrg","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":20},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"psychic","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"diseased","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"poisoned","mode":0,"priority":20},{"key":"data.traits.dv.value","value":"ion","mode":0,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":0,"priority":20},{"key":"data.traits.armorProf.value","value":"med","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"binary","mode":0,"priority":20},{"key":"data.details.species","value":"Droid, Class IV","mode":5,"priority":20},{"key":"flags.sw5e.forceInsensitive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maintenanceMode","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.rapidReconstruction","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Droid%20Class%20IV.webp","label":"Droid, Class IV","tint":"","transfer":true}]} +{"_id":"CZUVxgj9fFo6Gx2j","name":"Squib","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Squibs are small, sentient, humanoid mammals with both rodent and canine characteristics. Their pink skin is covered in fur that offers some protection from cold weather, but, more importantly, it serves as an olfactory organ, able to pick up scents at a distance and ascertain intrinsic details—such as penetrating through a disguise or identifying a forgery—when rubbed against. The species has both male and female sexes, although non-Squibs often have difficulty determining the sex of a Squib based on appearance alone. Their mouths are full of forbidding, sharp, white teeth, and their flexible cheeks were capable of storing items.

\n

Society and Culture

\n

Squibs are friendly and cheerful to such an extent that, over time, they are considered quite annoying. Squibs are inherently curious, handling items with literal regard to care. They are unabashed pack rats, and they wear clothing for the excess storage rather than necessity. The Squibs' overconfidence is a defining trait. The typical Squib response to a threat is not to fight or flee, but to bluff and bluster, especially when not face-to-face. In person, their sharp teeth are their favored means of intimidation. Squibs believe that bargaining is the highest form of communication, and they believe haggling is more important than the goods themselves. A deal is a binding oath to Squibs, and they are incredibly loyal to their business partners.

\n

Names

\n

Squibs combine their first and last names, which are familial, into one long, hyphenated name. They often go by nicknames derived from their full names. Male and female names do not significantly deviate.

\n

  Full Names. Galaneever-marmalios, Meelawin-demort, Sleerinwilpher-remalior

\n

  Nicknames. Galan, Meela, Wilpher

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Squibs reach adulthood at nine years of age and live an average of sixty-five years.

Alignment. Squibs' cheerful nature causes them to tend toward the light side, though there are exceptions.

Size. Squibs typically stand 3 to 3 and a half feet tall and weigh around 50 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Bite. Your sharp teeth are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d4 + your Strength modifier.

Business Savvy. A common trait of all Squibs is their desire and love of haggling. Squibs believe a deal is done when both sides believe they got the better of the other. Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.

Flexible Cheeks. Squibs have flexible cheeks in which they can store small goods. You can store up to two items that weigh a combined total of no more than 2 lb. in your cheeks, and you have advantage on Dexterity (Sleight of Hand) checks made to conceal them.

Hide. Your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Sensitive Fur. Squibs' fur is exceptionally sensitive to physical details. You have advantage on Intelligence (Investigation) checks that rely on touch.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Squibbian. The Squibbian language originated as a secret form of communication for Squibs to convey information without being understood.

"},"skinColorOptions":{"value":"Pink"},"hairColorOptions":{"value":"White, gray, black, brown, blue, violet, or red"},"eyeColorOptions":{"value":"Blue, yellow, red, or brown"},"distinctions":{"value":"Curious, overconfident, hagglers"},"heightAverage":{"value":"2'11\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"45 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Skor II"},"slanguage":{"value":"Squibbian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Squib","mode":"=","targetSpecific":false,"id":1,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"squibbian","mode":"+","targetSpecific":false,"id":7,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Squib.webp","effects":[{"_id":"JyXU6gNsxf6u3HUH","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Squib","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"25","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"squibbian","mode":0,"priority":0},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.businessSavvy","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Squib.webp","label":"Squib","tint":"","transfer":true}]} +{"_id":"Cz5JMLKTAIcmZIfu","name":"Miraluka","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Miraluka are a near-human species that differs from Humans in that they lack eyes, only retaining vestigial eye sockets, and perceive the environment around them through Force sight instead of regular vision. This vision is so strong that if a Miraluka looks upon a Jedi or Sith, they can \"see\" Force radiating off them. The strength of a Miraluka's connection to the Force varies by individual.

\n

Society and Culture

\n

Miraluka are a thoughtful, cautious, and deliberative species. They have little interest in personal gain or glory. For social reasons, Miraluka hide their appearance by wearing a headband, a mask, or similar concealing headwear. In addition all Miraluka are very united by species. They call themselves \"brothers\" and are considered as members of a great family. As a Force-using species, Miraluka are often quite shocked if 'shown' life not connected to the Force. Many Miraluka worship two gods, Ashla and Bogan, through the philosophy of the Greater Force. They do not believe in good or evil, but were taught to accept both life and death. Miraluka Force-sensitives are an order of their own called the Luka Sene. Academic in atmosphere and culture, the Luka Sene focus primarily on developing the sense-related powers of their members. However, unlike the Jedi, Sith and other traditions, the Luka Sene does not dictate a member's personal life.

\n

Names

\n

Miraluka names are generally two syllables. Miraluka don't use surnames, as they believe they are one family.

\n

  Male Names. Aakih, Pafil, Rikhor, Vociif, Xuwuth

\n

  Female Names. Auchaod, Favom, Mucem, Wilierth

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1.

\n

Age. Miraluka reach adulthood in their late teens and live less than a century.

\n

Alignment. Miraluka believe in balance and thus tend toward no particular alignment. The best and worst are found among them.

\n

Size. Miraluka typically stand 5 to 6 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Force Sensitive. You know the mind trick at-will Force power. When you reach 3rd level, you can cast the sanctuary Force power once per day. When you reach 5th level, you can also cast the Force confusion power once per day. Wisdom or Charisma (your choice) is your forcecasting ability for these powers.

\n

Force Sight. Miraluka perceive the environment around them through use of the Force. You are constantly under the effects of the force power Force sight, though the power does not require concentration for you.

\n

Languages. You can speak, read, and write Galactic Basic and Miralukese.

"},"skinColorOptions":{"value":"Pale to brown"},"hairColorOptions":{"value":"Black, brown, grey, or white"},"eyeColorOptions":{"value":"None"},"distinctions":{"value":"Lack of physical eyes, inherent Force sight"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Alpheridies"},"slanguage":{"value":"Miralukese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Miraluka","mode":"=","targetSpecific":false,"id":1,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"miralukese","mode":"+","targetSpecific":false,"id":7,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Miraluka.webp","effects":[{"_id":"8u9KvszXamdVwo8Y","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Miraluka","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"miralukese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Miraluka.webp","label":"Miraluka","tint":"","transfer":true}]} +{"_id":"DvgR9Gq3sGjEsXKf","name":"Kaleesh","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Tusks protrud from a Kaleesh's upper jaw, and shorter ones jut from their chins. Kaleesh have large pointed ears and long nostrils that stretched close to their eyes. They have very keen olfactory sense and were able to produce pheromones. Most of their facial features are obscured behind the traditional masks they wear, and outsiders rarely see Kaleesh unmasked. They are known to practice polygyny, a form of polygamy, where a male courts multiple wives.

Society and Culture

Kaleesh society is divided into numerous autonomous tribes. War is viewed as an essential and sacred practice, and the culture's large emphasis on honor is known to spur many acts of vengeance among the various tribes. However, when necessary, the tribes will put aside their differences and bond to fend off a common enemy.\r\n\r\nThe Kaleesh are a spiritual people, believing that those who perform great deeds in life became gods in death; therefore, burial places are sacred to them. A large number of temples are devoted to their ancestor gods, the holiest of which was called Shrupak. \r\n\r\nAbesmi, a great monolith of stone in the Jenuwaa Sea, is the place the Kaleesh believed the gods ascended to the heavens. Pilgrims take the perilous voyage to Abesmi to beseech the gods.

Names

Male Kaleesh names are typically one syllable while female are two. Kaleesh surnames are tribal and often use two words.

  Male Names. Bir, Grost, Jick, Xygh, Yles

  Female Names. Dduzu, Glaglo, Runda, Yugdo, Zodey

  Surnames. Jal Greennath, Lij Jum, San Syrro,","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.

Age. Kaleesh reach adulthood in their early teens and live to be about 80.

Alignment. Kaleesh tend toward no particular alignment. The best and worst are found among them.

Size. Kaleesh typically stand about five and a half feet tall and weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. The thermal pits under a Kaleesh's eyes grant darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Weapon Training. Kaleesh are adept hunters. You are proficient with the blaster carbine, vibroblade, vibropike, and, vibrospear.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Tracker. You have proficiency in the Survival skill. Additionally, you are considered to have expertise in Wisdom (Survival) checks made to track a creature if that creature has a scent.

Languages. You can speak, read, and write Galactic Basic and Kaleesh.

"},"skinColorOptions":{"value":"Orange, red, or yellow"},"hairColorOptions":{"value":"Black or brown"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Bone masks, elongated ears, flat nose, tusks"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Kalee"},"slanguage":{"value":"Kaleesh"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kaleesh","mode":"=","targetSpecific":false,"id":1,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.weaponProf.custom","value":"blaster carbine","mode":"+","targetSpecific":false,"id":7,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibroblade","mode":"+","targetSpecific":false,"id":8,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibropike","mode":"+","targetSpecific":false,"id":9,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrospear","mode":"+","targetSpecific":false,"id":10,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":11,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":12,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"kaleesh","mode":"+","targetSpecific":false,"id":13,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Kaleesh.webp","effects":[{"_id":"uRB8h6A9A9SrsbWe","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Kaleesh","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.weaponProf.custom","value":"blaster carbine","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibroblade","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibropike","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibrospear","mode":0,"priority":0},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"kaleesh","mode":0,"priority":0},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kaleesh.webp","label":"Kaleesh","tint":"","transfer":true}]} +{"_id":"EdqGPstDdQBKi178","name":"Ithorian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Ithorians have two mouths and four throats, allowing them to speak in stereo. Female Ithorians have two humps on the back of their head, while males have only one. They have glossy, usually brown flesh. Their reflexes and coordination are somewhat slower than that of average humanoids.\r\n\r\nIn addition to allowing them to speak their unique stereophonic language, the Ithorians' four throats also have the ability to violently expel air, resulting in a deafening and potentially concussive scream. Despite this fact, most Ithorians go their entire lives without ever resorting to violence, and so the ability remained relatively ambiguous.

Society and Culture

Ithorians worship the \"Mother Jungle,\" a spiritual entity embodying the lush, tropical ecology of their world, Ithor. They are generally devoted environmentalists, staunch herbivores, and complete pacifists, devoting much time to contemplating their ecology, studying plants and their uses and the overall respecting of all living things. Most Ithorians never set foot on their own planet, instead living in floating cities above their world called herdships. Only three of their continents have been explored and harvested, the other two never having been touched by Ithorian hands. They demonstrate extreme belief in the protection and sustaining of their environment as dictated by their \"Law of Life.\"

Names

Ithorian names are quite varied in length but most names are soft and melodic. They are often difficult to prounounce by other species, so many Ithorians adopt nicknames.

  Male Names. Del, Gizorthej, Pexxocl, Steorthibs

  Female Names. Binshe, Dhu'sha, Mul, Slosh, Vlo

  Surnames. Afleehl, Crukid, Tondand, Wamunn","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.

Age. Ithorians reach adulthood in their late teens and live an average of 85 years.

Alignment. Ithorians tend toward the light side, though there are exceptions.

Size. Shorter Ithorians stand around 6 feet while taller reach over 7 and a half. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hold Breath. Ithorians have a great lung capacity and can hold their breath for up to 15 minutes at a time.

Sonic Resistance. Ithorians have resistance to sonic damage.

Sonic Scream. You can use your action to violently expell air in a 15-foot cone. When you do so, each creature in the area of the exhalation must make a Wisdom saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. A creature takes 2d6 sonic damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 17th level. This ability has no effect on constructs.

Languages. You can speak, read, and Ithorese . You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.

"},"skinColorOptions":{"value":"Brown, dark red or green"},"hairColorOptions":{"value":"Brown, gray, or white"},"eyeColorOptions":{"value":"Black or blue"},"distinctions":{"value":"Curved neck, two mouths, aural flaps, locomotion tubes, throat sack"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"135 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Ithor"},"slanguage":{"value":"Ithorese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ithorian","mode":"=","targetSpecific":false,"id":1,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.dr.value","value":"Sonic","mode":"+","targetSpecific":false,"id":6,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"ithorese","mode":"+","targetSpecific":false,"id":8,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Ithorian.webp","effects":[{"_id":"JaGRpRTJPdMx0P4C","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Ithorian","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.dr.value","value":"sonic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"ithorese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Ithorian.webp","label":"Ithorian","tint":"","transfer":true}]} +{"_id":"FNtH32TCapVTCDGZ","name":"Rodian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The rodians are green-skinned humanoids from the planet Rodia. They possess distinctive faces: large, round, multifaceted eyes; tapir-like snouts; and a pair of saucer-shaped antennae on their heads, which served to detect vibrations. The flexible snouts augmented the rodians' finely tuned olfactory senses, collecting and filtering the air. Their characteristically large eyes indicated a primarily nocturnal ancestry and were capable of seeing into the infrared part of the spectrum. Due to their love of fighting and active lifestyles, most rodians kept in good condition, normally lean and wiry; however, some wealthy rodians became complacent and obese.

\n

Society and Culture

\n

Rodian culture is obsessed with violence and death, due to behaviors and practices that are ingrained since their earliest ancestry. Their densely packed jungle homeworld is ill-suited for agriculture, requiring rodians to compete with vicious predators for most of their food, some of which can wipe out entire rodian villages. As the rodians developed cunning hunting tactics to survive, the hunt became central to their culture. Eventually, having driven most of the other predators on the planet to near extinction, they began to hunt each other in various wars and gladiatorial contests.

\n

Names

\n

Female names tend to be longer than male names. Surnames are familial.

\n

  Male Names. Dagon, Dwedd, Gweym, Steech, Xeep

\n

  Female Names. Heebmu, Iissi, Teezle, Whunam

\n

  Surnames. Bluchosso, Encekserr, Gieeseaagg

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

\n

Age. Rodians reach adulthood in their late teens and live less than a century.

\n

Alignment. Rodian culture's violent focus causes them to tend toward the dark side, though there are exceptions.

\n

Size. Rodians typically stand 5 to 6 feet tall and weigh 160 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Adept Climbers. You have a climbing speed of 30 feet.

\n

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Hunter. You are proficient in Survival and Stealth.

\n

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

\n

Languages. You can speak, read, and write Galactic Basic and Rodese. Rodians can communicate with each other using pheromones. Force-sensitives can detect this communication, though they can't understand it.

"},"skinColorOptions":{"value":"Blue, green, purple, turquoise, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue, black, green, purple, or red"},"distinctions":{"value":"Large and round pupil-less eyes, snouts, pointed ears, antennae, scaled and usually green skin"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Rodia"},"slanguage":{"value":"Rodese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Rodian","mode":"=","targetSpecific":false,"id":1,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":"=","targetSpecific":false,"id":6,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":9,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rodese","mode":"+","targetSpecific":false,"id":11,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Rodian.webp","effects":[{"_id":"FUiWLoJwaDtoE4pp","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Rodian","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"rodese","mode":0,"priority":0},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Rodian.webp","label":"Rodian","tint":"","transfer":true}]} +{"_id":"GWtkrShwS7OV9Pm5","name":"Kage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The kage are a pale-skinned sentient species native to the caverns in the planet of Quarzite. The kage have a long-time conflict with the belugans, consistently at odds with them. During the Clone Wars, Otua Blank ordered the capture of Pluma Sodi to marry her, she was later given back to the Kage Warriors by Asajj Ventress.

Society and Culture

The kage are a dedicated people of physical excellence; they train tireless and elite fighter-monks known as Kage warriors. They tend to use weapons with electric or disruptive properties, but they are also great fighters in unarmed combat. Kage warriors are respected in Kage society as the greatest calling a kage might follow.\r\n\r\nKage also share an affinity with animals, most notably the native multi-legged milodon, developing a symbiotic relationship. They use the milodon as transport; they can keep pace with the subtram transports that supply belugan strongholds, and launch raids that often catch the belugan security forces off-guard.

Names

Kage names are generally multisyllable with melodic intonations. Surnames are familial.

  Male Names. Baalin, Forta, Krismo, Rafa, Timko

  Female Names. Chena, Fari, Moora, Ooni, Pluma

  Surnames. Buno, Keeli, Nima, Sodi, Tani","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Kage reach adulthood in their late teens and live less than a century.

Alignment. Kages' rigid sense of honor causes them to tend toward lawful light side, though there are exceptions.

Size. Kage typically stand between 5 and 6 feet tall, and weigh around 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Animal Handler. You are proficient in Animal Handling.

Athletic. You have proficiency in the Athletics skill.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Superior Darkvision. You've lived most of your life without direct sunlight. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Weapon Training. Kage are adept warriors. You are proficient with the electroprod and electrostaff.

Languages. You can speak, read, and write Galactic Basic and one language of your choice.

"},"skinColorOptions":{"value":"Gray, white"},"hairColorOptions":{"value":"Gray, pale yellow, white"},"eyeColorOptions":{"value":"Green, pink, red, yellow"},"distinctions":{"value":"Athleticism, pale skin, piercing eyes"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"95 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Quarzite"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kage","mode":"=","targetSpecific":false,"id":1,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"+","targetSpecific":false,"id":4,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ani.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Skills Animal Handling"},{"modSpecKey":"data.skills.ath.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Skills Athletics"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.weaponProf.custom","value":"electroprod","mode":"+","targetSpecific":false,"id":9,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"electrostaff","mode":"+","targetSpecific":false,"id":10,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":11,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Kage.webp","effects":[{"_id":"i0cnHmFVkjW8q1nQ","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Kage","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":20},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.skills.ani.value","value":1,"mode":4,"priority":20},{"key":"data.skills.ath.value","value":1,"mode":4,"priority":20},{"key":"data.traits.senses","value":"Darkvision (120 ft.)","mode":2,"priority":20},{"key":"data.traits.weaponProf.custom","value":"electroprod","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"electrostaff","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"flags.sw5e.strongLegged","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.unarmedCombatant","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.sunlightSensitivity","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kage.webp","label":"Kage","tint":"","transfer":true}]} +{"_id":"GcKoJwmJPHCG2Rjt","name":"Geonosian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Geonosians have a hard chitin exoskeleton that provided protection from physical impacts and bouts of radiation that occasionally shower their world. Geonosians are strong despite their thin builds, and are capable of constructing massive hives and factories in concert. The head of a Geonosian is elongated and large with their skulls ridged on the top and by the side where they have bulbous, thick-lidded eyes. Both are physically strong and covered with bony ridges which protected their arms, legs, and vital organs.

Society and Culture

Geonosian society is caste-based with little upward mobility, though some of the lower caste do develop ambition. Workers are conditioned to loathe even the concept of separation from their hive and the system of control. A low-ranking worker's normal life is one of endless toil and labor to satisfy the aristocracy, who are known to make spectacular demands. The warrior caste tend to be highly competitive and are eager to prove themselves. They are born with an abnormal level of intelligence, and one of their only hopes of escape from their rigid duty is entering voluntarily into gladiatorial combat. Should they survive, they are granted freedom. Ultimately, their society exist to benefit those few members that reside in the upper caste. Members of the aristocratic classes are known to be ambitious, domineering, and manipulative. They constantly move towards improving their standing and holdings while sumultaneously working to ruin their rivals.

Names

Geonosian names are usually harsh sounding. Lower castes don't get surnames. Upper caste surnames are familial.

  Male Names. Buck, Goshey, Nik, Sozz, Techtu

  Female Names. Datte, Kida, Miri, Nare, Tenessi

  Surnames. Chak, Hor, Lur, Marpes, Zol","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. You Dexterity score increases by 2, and your Constitution or Intelligence score increases by 1.

Age. Geonosians reach adulthood at 10 and live less than a century.

Alignment. Geonosians' greedy and self-serving nature causes them to tend toward the dark side, though there are exceptions.

Size. Geonosians typically stand from 5 to 6 feet tall and rarely weigh more than 80 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Crafter. Geonosian culture promotes artisanry. You have proficiency in one set of artisan's tools of your choice.

Exoskeleton. You have a thick exoskeleton. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.

Flight. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.

Geonosian Weaponry. You have proficiency in simple blasters.

Languages. You can speak, read, and write Galactic Basic and Geonosian. The Geonosian language consists of click consonants through use of a Geonosians' dual mandibles. This makes it difficult for other species to learn to speak it.

"},"skinColorOptions":{"value":"Gray, green, or orange"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Hive-based, winged semi-insectoids"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Geonosis"},"slanguage":{"value":"Geonosian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Geonosian","mode":"=","targetSpecific":false,"id":1,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":5,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.attributes.speed.special","value":"Flying (30 ft.)","mode":"=","targetSpecific":false,"id":6,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":7,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"geonosian","mode":"+","targetSpecific":false,"id":9,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Geonosian.webp","effects":[{"_id":"pjSHHuM2UzrJ1wY8","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Geonosian","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.attributes.ac.value","value":"12+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.attributes.speed.special","value":"Flying (30 ft.)","mode":5,"priority":5},{"key":"data.traits.weaponProf.custom","value":"simple blasters","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"geonosian","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Geonosian.webp","label":"Geonosian","tint":"","transfer":true}]} +{"_id":"GxmmS5KqZkxCn3D9","name":"Weequay","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Weequays are humanoids with thick, leathery skin that ranges in color from tan to dark brown. Their faces are lipless, with a frill along each of their jowls.

Society and Culture

Weequays have the ability to communicate with members of their own clan through smell by exuding complex pheromones. This pheromonal language can not be understood by any other species, or even by Weequays of another clan. Only Jedi senses can even tell that two Weequay are communicating. Since each Weequay's pheromones are unique, Weequay have no need for a name within their clan. As a result, speech is only a secondary form of communication for Weequay, and they seldom speak a whole sentence, resulting in Humans mistakenly believing the species to be unintelligent.\r\n\r\nMale Weequay often tie their hair into a long braid each year spent away from their homeworld as a tribute to their home. When they returned, they shaved their braids. Weequays serving the Hutts were often very close to their homeworld, and would only have one or two braids. Female Weequay were usually bald, and did not follow this tradition.

Names

Only Weequay who have to live among other clans, or among non-Weequay, take a personal name. Even then, some are simply referred to as \"Weequay\". In Weequay culture, individual identity is much less important than the clan. As long as the clan survives, a single Weequay is expendable. This results in a sometimes brutal culture.

  Male Names. Chublu, Fah, Kreakk, Og-Rollo, Yurrenn

  Female Names. Gila, Qommi, Palsa, Sex, Xelror

  Surnames. Britreg, Dlur, Klanz, Maub, Semu","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.

Age. Weequay reach adulthood in their late teens and live less than a century.

Alignment. Weequay ruthlessness and greed cause them to tend toward chaotic dark side, though there are exceptions.

Size. Weequay typically stand about 6 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Charming. You have proficiency in Deception or Persuasion.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Tanned. You have tough, leathery skin. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

Languages. You can speak, read, and write Galactic Basic and Sriluurian. You can communicate with other Weequay without speaking through use of pheromones. Force attuned individuals can detect the communication but can't understand it.

"},"skinColorOptions":{"value":"Brown, gray, red, or yellow"},"hairColorOptions":{"value":"Black or blond"},"eyeColorOptions":{"value":"Black, gold, or gray"},"distinctions":{"value":"Tough, leathery skin that provided resistance to blasterfire"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Sriluur"},"slanguage":{"value":"Sriluurian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Weequay","mode":"=","targetSpecific":false,"id":1,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"+","targetSpecific":false,"id":7,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"sriluurian","mode":"+","targetSpecific":false,"id":9,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Weequay.webp","effects":[{"_id":"wsSPpwrkO8w3mi04","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Weequay","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.ac.value","value":"13+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"sriluurian","mode":0,"priority":0},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Weequay.webp","label":"Weequay","tint":"","transfer":true}]} +{"_id":"Hryj6S6P3DYsAdtj","name":"Dug","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Dugs are slender, powerfully built beings with a somewhat humanoid build and a unique method of walking that hailed from the high gravity world Malastare. Their primary means of locomotion is their strong arms, and their lower limbs and feet were used for grappling and other fine motor manipulation. They hardly ever walk on their lower limbs. Although most Dugs may walk on all four limbs, others like to use their strong arms as legs and their feet as hands like they would normally do.

Society and Culture

Due to their oppression under their Gran rulers who colonized Malastare, many Dugs often feel the need to throw around their strength in bids to establish dominance. As a result, they are known for their ill-tempered demeanor, and many are bullying thugs.\r\n\r\nOn their homeworld of Malastare, the vast majority of Dugs are little more than laborers toiling for the enrichment of the Gran. With the species excluded from much of the power and money on Malastare, many Dugs turn to swoop racing or bounty hunting as their only means to achieve fame and fortune. In all other areas, the Dugs are exploited.

Names

Dug names are often 3 syllables long, mostly through big sounds rather than harsh tones. There are harsher tones in their names as well though, often in the forms of x's and k's. Female Dugs have softer names, but no one would call them beautiful. Surnames are usually passed down through family or clan.

  Male Names. Bawugri, Gadwouhx, Rorgukwa,

  Female Names. Bosix, Grugne, Jiwous, Pragiba,

  Surnames. Brundaare, Gninsaidi, Kedwir, Randaine","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.

Age. Dugs reach adulthood in their early teens and live an average of 75 years. Their violent nature often leads to violent ends.

Alignment. Dugs' angry nature causes them to tend toward the dark side, though there are exceptions.

Size. Dugs typically stand between 3 and 4 feet tall. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Courageous. You have advantage on saving throws against being frightened.

Fisticuffs. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Fury of the Small. When you damage a creature with an attack or a power and the creature's size is larger than yours, you can cause the attack or power to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Menacing. You have proficiency in the Intimidation skill.

Strong and Small. You have a climbing speed of 25 feet.

Powerful Build. You count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Dug.

"},"skinColorOptions":{"value":"Brown, purple, gray, or red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue or yellow"},"distinctions":{"value":"Arms used as legs and legs used as arms"},"heightAverage":{"value":"3'2\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"50 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Malastare"},"slanguage":{"value":"Dug"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Dug","mode":"=","targetSpecific":false,"id":1,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"=","targetSpecific":false,"id":6,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":"=","targetSpecific":false,"id":7,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"dug","mode":"+","targetSpecific":false,"id":9,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Dug.webp","effects":[{"_id":"ZXNTACyNdeD1Y7ui","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Dug","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"25","mode":5,"priority":5},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":5},{"key":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"dug","mode":0,"priority":0},{"key":"flags.sw5e.furyOfTheSmall","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.powerfulBuild","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Dug.webp","label":"Dug","tint":"","transfer":true}]} +{"_id":"HyqiVZiyDKbiPHkM","name":"Cathar","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Cathar have fur-covered bodies with thick manes as well as prominent, retractable claws that can deliver powerful killing attacks on foes and prey. Their bodies also possess rapid healing abilities. These traits make them the perfect hand-to-hand specialists. The Cathar species also has two subspecies, known as the Juhani and the Myr Rho. Both of these are notably less catlike than mainline Cathar. Cathar are born into a litter. The Cathar species is biologically similar to the Bothan species.

\n

Society and Culture

\n

On their homeworld, Cathar live in cities built into giant trees, and are organized into clans governed by elders. Stories of their great heroes were often carved into the trunks of these tree-homes for following generations to see. The Cathar mate for life, to the extent that when one mate dies, the survivor never has a relationship with another. Cathar clan society includes great pageants and celebrations, especially for their heroes. Their religion includes a ritual known as the \"Blood Hunt,\" in which Cathar warriors individually engaged in combat against entire nests of Kiltik in order to gain honor and purge themselves of inner darkness. The native language of the Cathar is Catharese, which included the emphasis of some spoken words with a growl.

\n

Names

\n

Cathar names can sound both melodic and fairly gutteral, but they almost always sound strong and fierce. Female names are typically longer than male names. Surnames are usually one syllable.

\n

  Male Names. Crurbirr, Isyrr, Nynorr, Suro, Tukarr

\n

  Female Names. Cuwin, Jyvohr, Mulahr, Solyri

\n

  Surnames. Jin, Ki, Mak, Rhir, Ta

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

\n

Age. Cathar reach adulthood in their late teens and live less than a century.

\n

Alignment. Cathar tend toward no particular alignment. The best and worst are found among them.

\n

Size. Cathar range from 5 to 7 feet tall, and can weigh up to 300 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Leonine Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

\n

Cat's Claws. You have a climbing speed of 20 feet. Additionally, your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

\n

Cat's Talent. You have proficiency in the Perception and Stealth skills.

\n

Languages. You can speak, read, and write Galactic Basic and Catharese.

"},"skinColorOptions":{"value":"Gold to yellow-brown with dark stripes"},"hairColorOptions":{"value":"Brown, black, or grey"},"eyeColorOptions":{"value":"Yellow or brown"},"distinctions":{"value":"Lion-like features"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Cathar"},"slanguage":{"value":"Catharese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Cathar","mode":"=","targetSpecific":false,"id":1,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (20 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.skills.prc.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Skills Perception"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":9,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"catharese","mode":"+","targetSpecific":false,"id":11,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Cathar.webp","effects":[{"_id":"6fYB2NZ236PqSl6p","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Cathar","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.speed.special","value":"Climbing (20 ft.)","mode":2,"priority":20},{"key":"data.skills.prc.value","value":1,"mode":4,"priority":20},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"catharese","mode":0,"priority":0},{"key":"flags.sw5e.nimbleAgility","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Cathar.webp","label":"Cathar","tint":"","transfer":true}]} +{"_id":"IM7NrBROnrDOgr0l","name":"Chagrian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Chagrians are born as tadpoles in clutches of three or more and raised in tubs of water in a family's private home. During this time, their arms, legs, and air-breathing lungs develop. Adult Chagrians are truly amphibious, retaining their ability to breathe underwater while also able to function without difficulty in air. They also possess acute low-light vision.

\n

The average Chagrian stands taller than a Human. They are distinguished by two fleshy growths protruding from the sides of their heads, which they call lethorns. As they age, the lethorns thicken. Males also sport two horns growing from the top of their skulls. These were once used in underwater duels to attract a mate, and are seen as a sign of the males' strength and virility. Females lack the superior cranial horns, but had more pronounced and longer posterior head plates; these can reach halfway down their back. Chagrians also have very long black forked tongues.

\n

Society and Culture

\n

As a species, Chagrians are generally peaceful and law-abiding to the point of becoming stoic and obstinate. Many Chagrians are motivated only by basic desires such as sustenance, shelter, and healthcare. Chagrian government ensures that every citizen is cared and provided for, so the standard of living for the poorest Chagrian is high compared to the members of other species. Chagrians who expect violence often wear red.

\n

Names

\n

Chagrian names have a very melodic tone. Male names are typically shorter than female names. Surnames are familial.

\n

  Male Names. Bom, Chen, Fiet, Nedd, Touk

\n

  Female Names. Chavik, Dabai, Fisil, Oolya, Tinto

\n

  Surnames. Kassin, Molya, Nigna, Onirali, Treen

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

\n

Age. Chagrians reach adulthood in their late teens and live an average of 75 years.

\n

Alignment. Chagrians' peace-loving nature causes them to tend toward the light side, though there are exceptions.

\n

Size. Chagrians typically stand between 5 and 6 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Amphibious. You can breathe air and water.

\n

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Natural Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

\n

Swim. You have a swimming speed of 30 feet.

\n

Languages. You can speak, read, and write Galactic Basic and Chagri.

"},"skinColorOptions":{"value":"Light to dark blue"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Horns (male), lethorns, black forked tongues"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Champala"},"slanguage":{"value":"Chagri"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Chagrian","mode":"=","targetSpecific":false,"id":1,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":7,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"chagri","mode":"+","targetSpecific":false,"id":10,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Chagrian.webp","effects":[{"_id":"yGJG8HBejLZV4hB0","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Chagrian","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":0},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"chagri","mode":0,"priority":0},{"key":"flags.sw5e.amphibious","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Chagrian.webp","label":"Chagrian","tint":"","transfer":true}]} +{"_id":"J7HJQkcvghtwMAdF","name":"Anzellan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The anzellans are a diminutive species hailing from the secluded planet Anzella. Their eyes have floating corneal micro-lenses that allow them to see microscopic details. Anzellans are a bubbly and receptive people. They are a jovial and trusting people that tend to welcome strangers with open arms. Due to their volcanic homeworld, anzellans are also adapted towards heat. This, coupled with their small size, make them well-suited to working in compact places.

\n

Society and Culture

\n

Anzella is a tropical planet covered in thousands of small volcanic islands. Many of these islands are developed as small villages, with the largest islands designed to accommodate larger species. Anzellan culture is generally based around tourism and crafting; in fact, anzellans are renowned craftsmen due to their discerning eyesight and ability to fit into small spaces. Anzellan government is generally casual. Each village has its own governing council of rotating members; these villages act independently from one another unless their decisions would affect more than a single island. In that case, all of the councils work together to come to a planet-wide decision.

\n

Names

\n

Anzellan names are rarely longer than two syllables, with a bouncy intonation to them. Their surnames are familial.

\n

  Male Names. Babu, Gridel, Moru, Rano, Yodel

\n

  Female Names. Dibi, Fing, Nooni, Teena, Zazi

\n

  Surnames. E'ayoo, Frik, Meer, Tanni, Vrut

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and two other ability scores of your choice increase by 1.

Age. Anzellans are considered adults at ten years old. They are a short-lived species, however, that rarely lives longer than 60 years.

Alignment. Anzellans are a friendly and respectful people, which causes them to tend toward lawful light side, though there are exceptions.

Size. Anzellans stand between 1 and 2 feet tall and weigh around 10 lbs. Regardless of your position in that range, your size is Tiny.

Speed. Your base walking speed is 20 feet.

Crafters. You have proficiency in one tool of your choice.

Detail Oriented. You are practiced at scouring for details. You have advantage on Intelligence (Investigation) checks within 5 feet.

Pintsized. Your tiny stature makes it hard for you to wield bigger weapons. You can't use medium or heavy shields. Additionally, you can't wield weapons with the two-handed or versatile property, and you can only wield one-handed weapons in two hands unless they have the light property.

Puny. Anzellans are too small to pack much of a punch. You have disadvantage on Strength saving throws, and when determining your bonus to attack and damage rolls for weapon attacks using Strength, you can't add more than +3.

Small and Nimble. You are too small and fast to effectively target. You have a +1 bonus to AC, and you have advantage on Dexterity saving throws.

Tanned. You are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

Technician. You are proficient in the Technology skill.

Tinker. You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, create a soothing melody for 1 minute. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

Languages. You can speak, read, and write Galactic Basic and Anzellan. Anzellan is characterized by its bouncy sound and emphasis on alternating syllables.

","source":"Expanded Content"},"skinColorOptions":{"value":"Brown, green, or tan"},"hairColorOptions":{"value":"Black, gray, or white"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Diminutive size, wispy eyebrows"},"heightAverage":{"value":"1'0\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"3 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Anzella"},"slanguage":{"value":"Anzellan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Anzellan","mode":"=","targetSpecific":false,"id":1,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"tin","mode":"=","targetSpecific":false,"id":3,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"20","mode":"=","targetSpecific":false,"id":4,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Skills Technology"},{"modSpecKey":"data.traits.toolProf.custom","value":"Tinker's tools","mode":"+","targetSpecific":false,"id":7,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Traits Tool Prof Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"anzellan","mode":"+","targetSpecific":false,"id":9,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Anzellan.webp","effects":[{"_id":"ZGdzAq1Gl4xaxDRD","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Anzellan","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"grg","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"20","mode":5,"priority":5},{"key":"data.attributes.ac.value","value":1,"mode":2,"priority":20},{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.toolProf.custom","value":"Tinker's tools","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"anzellan","mode":0,"priority":0},{"key":"flags.sw5e.detailOriented","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.pintsized","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.puny","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.tinker","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Anzellan.webp","label":"Anzellan","tint":"","transfer":true}]} +{"_id":"JB327dJNFAiEOxyp","name":"Felucian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Felucians are a tall, bipedal species. Both their arms and legs end in four, large webbed digits with suction-cup fingertips. Springing from the underside of each forearm is a second short arm, ending in three large and agile fingers. A Felucian's head is a thick mass of long flexible tendrils featuring illuminated tips. The eyes and mouth appear as black holes or openings within this mass.

Society and Culture

Felucians are mysterious sentient beings native to the vast fungal swamps and jungles of Felucia. Though Felucia has long been colonized, the native Felucians avoided notice by living deep in the jungle. Such seclusion was easily maintained. Even the hardiest of colonists were loath to brave the perils of the dangerous wilderness without cause.\n\nThe Felucians are an unusual, amphibious species. They are highly adapted to surviving the wilds of their home planet, and fade easily into its confusing mass of plant life. They are equally at home on land or in the water, and they traverse the swamps with ease.\n\nAll Felucians are part of a single, planetwide tribe that is broken down into smaller villages and communities, each one led by shamans and chieftains. These shamans are very strong in the Force, using it to their own ends with incredible skill.

Names

Felucian names are usually two syllables and full of hard consonants. Surnames are a combination of tribe lineage.

  Male Names. Gokkuul, Kargrek, Hagark, Ruggorn

  Female Names. Lakko, Taarell, Duuna, Frula

  Surnames. s'Gokuul, d'Lakko, s'Kargrek, d'Frula","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

\n

Age. Felucians reach adulthood in their late teens and live less than a century.

\n

Alignment. Felucians' connection to the Living Force causes them to tend toward the light side, though there are exceptions.

\n

Size. Felucians typically stand over 6 feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Force Sensitive. You know the burst at-will Force power. When you reach 3rd level, you can cast the beast trick Force power once per day. When you reach 5th level, you can also cast the plant surge Force power once per day. Wisdom is your forcecasting ability for these powers.

\n

Amphibious. You can breathe air and water.

\n

Stealthy. You are proficient in the Stealth skill.

\n

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

\n

Languages. You can speak, read, and write Galactic Basic, Felucianese, and one more language of your choice. Felucianese is characterized by guttural, whisper-like vowels, interspersed with hard clicks.

"},"skinColorOptions":{"value":"Gray, with blue, red, or yellow markings"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Extra limb at elbow, innate Force-sensitivity"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"165 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Felucia"},"slanguage":{"value":"Felucianese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Felucian","mode":"=","targetSpecific":false,"id":1,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"felucianese","mode":"+","targetSpecific":false,"id":8,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Felucian.webp","effects":[{"_id":"0sYjEeYfNqJnGDdC","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Felucian","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"felucianese","mode":0,"priority":0},{"key":"flags.sw5e.amphibious","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maskOfTheWild","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Felucian.webp","label":"Felucian","tint":"","transfer":true}]} +{"_id":"JxGOgqePQT2ztJ64","name":"Zeltron","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Zeltrons are one of the few near-human species that differentiated from the baseline stock enough to be considered a new species of the Human genus, rather than simply a subspecies. They possess two biological traits of note. The first is that they all produce potent pheromones, similar to the Falleen species, which enhanced their attractiveness and likeability. The second is a limited telepathic ability, used to project emotions onto others, as well as allowing them to read and even feel the emotions of others; some Zeltrons have been hired by the Exchange for this ability. Because of their telepathic ability, positive emotions such as happiness, love and pleasure are very important to them, while negative ones such as anger, fear, or depression are shunned.

Society and Culture

Zeltron culture is highly influenced by sexuality and the pursuit of pleasure in general. Most of their art and literature is devoted to the subject, producing some of the raciest pieces in the galaxy. Zeltrons are known to dress in wildly colorful or revealing attire. It's common to see Zeltrons wearing shockingly bright shades of neon colors in wildly designed bikinis, or nearly skin tight clothing of other sorts with bizarre color designs, patterns, and symbols.

Names

Zeltron names often have an air of mystique to them, to evoke sensuality. For a Zeltron, a beautiful face is nothing without an equally beautiful name. It's not uncommon for a Zeltron to forsake their familial surname in favor of a more attractive-sounding one.

  Male Names. Marruc, Bahb, Rahulh, Demagol

  Female Names. Lyshaa, Dani, Vianna, Chantique

  Surnames. D'Pow, Blue, Duare, Sapphire","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.

Age. Zeltron reach adulthood in their late teens and live about 80 years.

Alignment. Zeltron are a deeply sensual, hedonistic species, causing them to tend toward chaotic balanced or dark side alignments, though there are exceptions.

Size. Zeltron tend to be slender and statuesque, typically standing between 5 and 6 feet tall and rarely weighing more than 150 lb. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Charismatic. You have proficiency with Deception or Persuasion (your choice).

Enthralling Pheromones. You can use your pheromones to influence individuals of both sexes. Whenever you roll a 1 on a Charisma (Persuasion) check, you can reroll the die and must use the new roll. Additionally, once per short or long rest, you can treat a d20 roll of 9 or lower on a Charisma check as a 10. This feature has no effect on droids or constructs.

Natural Empathy. Zeltron's limited telepathy allow them to sense mood shifts in those around them. You have advantage on Wisdom (Insight) checks to determine emotions against humanoids and beasts within 10 feet of you.

Two Livered. Zeltron have two livers, which makes them adept at filtering toxins. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Languages. You can speak, read, and write Galactic Basic and one language of your choice.

"},"skinColorOptions":{"value":"Light pink to deep crimson"},"hairColorOptions":{"value":"Blue, brown, pink, or red"},"eyeColorOptions":{"value":"Hazel, silver, amber"},"distinctions":{"value":"Capable of producing powerful pheromones"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Zeltros"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Zeltron","mode":"=","targetSpecific":false,"id":1,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":6,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Zeltron.webp","effects":[{"_id":"67J2jENh3a5uydk3","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Zeltron","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"flags.sw5e.enthrallingPheromones","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Zeltron.webp","label":"Zeltron","tint":"","transfer":true}]} +{"_id":"L7jVJxWNNsWAPj6c","name":"Droid, Class V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"
\n

Players as Droids

\n

Work with your GM to determine if playing as a droid is appropriate for your campaign. Droids are impervious to many effects and vulnerable to others. If your GM approves this choice of species, work with them to determine your droids designation, name, and appearance. If you want to play a different type of droid, work with your GM to find traits to realize your character.

\n
\n

Appearance

\n

Class V droids are typically vaguely human-like in both shape and size, standing at around 6 feet, although many can be larger. They are usually a polished metallic color, though this can vary based on tasks for which they are created, their affiliation, or quirks of their owner.

\n

They are noteworthy for their simple programming and quiet, focused work habits.

\n

Utility

\n

Class V droids are programmed for menial and low-skill tasks. Such droids tend to perform basic tasks such as construction, lifting, maintenance, mining, sanitation, and transportation. Labor droids are fifth-degree droids.

\n

Names

\n

Droids are typically called by their designation, given to them when they are created, or some affectation given to them by their owner. Often this affectation is a play on their designation.

\n

Occasionally, noteworthy droids will earn monikers based on their accomplishments.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity or Constitution score increases by 1.

\n

Age. Droids don’t age, though they require maintenance to retain functionality.

\n

Alignment. Droids tend toward no particular alignment. The best and worst are found among them.

\n

Size. Class V droids typically stand between 5 and 7 feet and weigh around 260 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Type. Your creature type is droid.

\n

Armor Integration. You cannot wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.

\n

Droid Resistances. You are resistant to necrotic, poison, and psychic damage, and are immune to poison and disease.

\n

Droid Systems. You do not need to eat or drink. Additionally, you no longer require a tech focus to cast tech powers.

\n

Droid Vulnerabilities. You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.

\n

Force Insensitive. While droids can be manipulated by many force powers, they cannot sense the Force. You can not use force powers or take levels in forcecasting classes.

\n

Maintenance Mode. Rather than sleep, you enter an inactive state to perform routine maintenance for 4 hours each day. You have disadvantage on Wisdom (Perception) checks while performing maintenance.

\n

Manual Laborer. You have proficiency in Athletics and one set of artisan’s implements of your choice.

\n

Powerful Build. Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.

\n

Rapid Reconstruction. You are built with internal repair mechanisms. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points.

\n

Languages. You can speak, read, and write Binary. You can understand spoken and written Galactic Basic and one language of your choice, but you cannot speak it.

"},"skinColorOptions":{"value":""},"hairColorOptions":{"value":""},"eyeColorOptions":{"value":""},"distinctions":{"value":""},"colorScheme":{"value":"Typically metallic"},"droidDistinctions":{"value":"Vaguely human-like size and shape, typically quiet"},"heightAverage":{"value":"5'2\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d8) lb."},"homeworld":{"value":""},"slanguage":{"value":""},"manufacturer":{"value":"Cybot Galactica, Industrial Automaton"},"droidLanguage":{"value":"Binary"},"source":"PHB"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Droid%20Class%20V.webp","effects":[{"_id":"Z3v7Cj4aSpJg4K8C","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.details.species","value":"Droid, Class V","mode":5,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":20},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"psychic","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"diseased","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"poisoned","mode":0,"priority":20},{"key":"data.traits.dv.value","value":"ion","mode":0,"priority":20},{"key":"data.skills.ath.value","value":1,"mode":4,"priority":20},{"key":"flags.sw5e.powerfulBuild","value":"1","mode":5,"priority":20},{"key":"data.traits.languages.value","value":"binary","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"flags.sw5e.forceInsensitive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maintenanceMode","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.rapidReconstruction","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Droid%20Class%20V.webp","label":"Droid, Class V","tint":"","transfer":true}]} +{"_id":"M97eHBrk6ZbAu9CP","name":"Balosar","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Physically similar to humans, balosars appear to be sickly and gaunt when compared with the galaxy's most common species due to the heavy pollution of their homeworld. The most striking difference between balosars and humanity is a pair of antennapalps which sprouts from underneath the thick, coarse hair on their skulls. Retractable, these atennapalps allow them to listen into the subsonic range and give the species physical intuition and preternatural reflexes, which members of the Jedi Order sometimes mistook for Force sensitivity. Balosars also possess an acute tolerance for poisonous substances, a byproduct of life on their toxic homeworld.

\n

Society and Culture

\n

Early in its history, the balosar homeworld was overrun by galactic megacorporations eager to exploit the world's lax ecological protection laws. The planet was home to the balo mushroom, a key ingredient in death sticks, one of the galaxy's most infamous narcotics. After its discovery, Balosar was wrought with corruption, addiction, and pollution from the production and usage of death sticks. Since there is little opportunity to flourish on their homeworld, balosars often leave in search of fortune elsewhere. Their natural resistance to the lethal—but not the addictive—effects of the drug encourages some to enter the death stick business.

\n

Names

\n

Balosar names have a slight exotic tinge to them—often because Balosar parents name their children while on a death stick high. Their surnames are familial.

\n

  Male Names. Barin, Elan, Fantes, Zerba

\n

  Female Names. Delaana, Ferrika, Reki, Vetyl

\n

  Surnames. Cher'dak, Mer'darro, Sel'Sabagno

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age. Balosars reach adulthood in their late teens and live about 70 years naturally, though death stick addiction has lead to a general decline in their lifespan.

Alignment. Balosars are notoriously cynical, selfish, and pragmatic, causing most to be neutral dark side. However, there are exceptions.

Size. Balosar stand at an average height of about 5 feet, and weigh about 115 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Keen Hearing. Your antennapalps give you advantage on Wisdom (Perception) checks based on hearing.

Snap Senses. Through your antennapalps, you can sense incoming danger and react accordingly. When you roll for initiative, you can choose to gain advantage on the roll. Alternatively, if you are surprised, you may act normally on your first turn. Once you've used this trait, you can't use it again until you finish a short or long rest.

Spicer. You are proficient in spicer's tools.

Toxin Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Languages. You can speak, read, and write Galactic Basic and Balosur. Balosur is known by its throaty rasps and deep vocalizations, and is considered crude as a written language.

"},"skinColorOptions":{"value":"Pale"},"hairColorOptions":{"value":"Black, blond, orange, brown, white"},"eyeColorOptions":{"value":"Varies"},"distinctions":{"value":"Antennapalps, resistance to toxins"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Balosar"},"slanguage":{"value":"Balosur"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Balosar","mode":"=","targetSpecific":false,"id":1,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":7,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"balosur","mode":"+","targetSpecific":false,"id":9,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.toolProf.value","value":"spice","mode":"+","targetSpecific":false,"id":10,"itemId":"GcPfseXCDeXeu6az","active":false,"_targets":[],"label":"Traits Tool Prof"}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Balosar.webp","effects":[{"_id":"DkWzA7SfsdXIq6aA","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Balosar","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"balosur","mode":0,"priority":0},{"key":"data.traits.toolProf.value","value":"spice","mode":0,"priority":0},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Balosar.webp","label":"Balosar","tint":"","transfer":true}]} +{"_id":"McXHDKzwk3yHyscH","name":"Kaminoan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Kaminoans' evolution from aquatic creatures in the vast oceans of Kamino is reflected in their tall shape, glassy coated eyes, near luminescent skin, and long, thin necks. The almond-shaped eyes of kaminoans are also able to see color in the ultraviolet spectrum. While female kaminoans are bald, males possess headcrests and fin ridges along the rear of their small, bulbous skulls.

Society and Culture

The kaminoans see themselves as a superior form of life, but nevertheless remained polite to outsiders. To them any species seeking self-improvement is worthy of respect, but those who do not are obviously inferior; self-improvement has a central role in Kaminoan society. Through the development and mastery of selective breeding, genetics, and cloning, the kaminoans were able to overcome a cataclysm that pushed them to the brink of extinction. \n\nKaminoans live in a caste based society, determined by the color of the kaminoan's eyes. Gray eyed individuals handle administration and are considered of the highest-level caste; middle castes had yellow eyes and handle the skilled work; and lower castes had blue eyes and perform manual labor and other menial tasks. Although it is extremely rare, kaminoans are sometimes born with green eyes. Those are viewed as genetically inferior and as a threat to the kaminoans' well ordered society and as such are exterminated shortly after birth.

Names

Kaminoan names typically are composed by around two syllables and a brief surname.

  Male Names. Lama, Ni, Orun, Koa

  Female Names. Taun, Ko, Nala, Kina

  Surnames. Ha, Su, We, Sai, Wa","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2 and your Wisdom score increases by 1.

\n

Age. Kaminoans reach adulthood at 11 years old and live around 100 years.

\n

Alignment. Kaminoans highly organized society lead individuals to tend toward a lawful alignment, though there are exceptions.

\n

Size. Kaminoans typically stand 7 to 8 feet tall and weigh around 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Geneticist. You have proficiency in the Medicine skill.

\n

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

\n

Tech Dabbler. You know the temporary boost at-will tech power. Intelligence is your techcasting ability for this power. You do not require use of a wristpad for this powers.

\n

Ultraviolet Sight. Whenever you make a Wisdom (Perception) check related to sight, you are considered to have expertise in the Perception skill.

\n

Languages. You can speak, read, and write Galactic Basic and Kaminoan. Kaminoan is characterized by its flowing water-like sound.

"},"skinColorOptions":{"value":"White"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Grey, yellow, blue, green"},"distinctions":{"value":"Very tall, long limbs, long necks"},"heightAverage":{"value":"6'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"150 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Kamino"},"slanguage":{"value":"Kaminoan, Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kaminoan","mode":"=","targetSpecific":false,"id":1,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.med.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Skills Medicine"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"kaminoan","mode":"+","targetSpecific":false,"id":8,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Kaminoan.webp","effects":[{"_id":"bAvoarff91YbaQxe","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Kaminoan","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.skills.med.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"kaminoan","mode":0,"priority":0},{"key":"flags.sw5e.longlimbed","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kaminoan.webp","label":"Kaminoan","tint":"","transfer":true}]} +{"_id":"N33394CnzydgJNbk","name":"Zygerrian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Zygerrians are a bipedal, sentient humanoid species. Feline in appearance, the species possesses strong, angular features, with long fangs jutting from their jaws and claws extending from their hands. The Zygerrians' faces and their pointed ears are almost entirely covered with fur; males usually have more hair than females, with bands of fur growing on their cheeks. Male Zygerrians also display a number of bony spurs protruding from the chin, which females typically lack. Zygerrians usually have sallow complexions and are physically strong, but some suffer from obesity.

\n

Society and Culture

\n

A warlike species, the Zygerrians hold strength—both physical and mental—in great esteem, viewing it as a means to gain power and authority. They believe that it is the natural order of life for the strong to dominate the weak, so slavery is normal for the species, and a display of weakness could mean death or enslavement in their culture. Those who become their slaves are viewed as inferior by the Zygerrians. Zygerrian society is organized into clans and classes. They have a noble class, many members of which, despite their high status, pursue a career in the military. The Zygerrian government is a monarchy; female rulers hold the title of Queen, and males are addressed as Kings. The center of the Zygerrian society is the Zygerrian Slavers Guild, which focuses on the slave trade in the Outer Rim Territories.

\n

Names

\n

Zygerrian names are rather diverse, though shorter names are the most common. Surnames are familial.

\n

  Male Names. Agruss, Darts, Atai, Sono

\n

  Female Names. Miraj, Faralhi, Latrans, MaDall

\n

  Surnames. D'nar, Molec, Scientel, Thanda, Tyne

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.

Age. Zygerrians reach adulthood in their late teens and live less than a century.

Alignment. Zygerrian culture's emphasis on subjugation and strength causes them to tend towards chaotic dark side, though there are exceptions.

Size. Zygerrians normally stand between 5 to 6 feet tall and weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Acrobatic. You have proficiency in Acrobatics.

Claws. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Notorious Slavers. Whenever you make an ability check related to the buying, selling, or controlling of slaves, you are considered proficient in the check. If you would already be proficient, you instead have expertise.

Reputation for Cruelty. You are proficient in Intimidation, as well as the saberwhip and vibrowhip.

Languages. You can speak, read, and write Galactic Basic and Zygerrian. Zygerrian is characterized by its subtle growls and purrs.

"},"skinColorOptions":{"value":"Light tones"},"hairColorOptions":{"value":"Black, brown, gray, or red"},"eyeColorOptions":{"value":"Blue or yellow"},"distinctions":{"value":"Large pointed ears, clawed hands, fur-covered faces, bony facial spurs"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Zygerria"},"slanguage":{"value":"Zygerrian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Zygerrian","mode":"=","targetSpecific":false,"id":1,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.acr.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Skills Acrobatics"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.weaponProf.custom","value":"saberwhip","mode":"+","targetSpecific":false,"id":9,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrowhip","mode":"+","targetSpecific":false,"id":10,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":11,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"zygerrian","mode":"+","targetSpecific":false,"id":12,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Zygerrian.webp","effects":[{"_id":"zFWMZ7TZhGP32ghr","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Zygerrian","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.acr.value","value":1,"mode":4,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.traits.weaponProf.custom","value":"saberwhip","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibrowhip","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"zygerrian","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Zygerrian.webp","label":"Zygerrian","tint":"","transfer":true}]} +{"_id":"NsmER4B8ezabPZIt","name":"Barabel","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Barabel are a bipedal species of reptilians who are covered in very tough dark colored scales. Evolved from nocturnal lizards, the Barabel adapted a thick layer of fat which allowed them to remain active and not sluggish when temperatures dropped. A blaster set on stun would not damage them at all or slow them down, as it would merely bounce off their scales. Barabel are able to shed their tails if necessary, an ability that proved the undoing of many startled foes. They also possess heavy retractable claws along with needle sharp teeth which can grow to be 2 inches in length. A carnivorous species, Barabel possess two stomachs in order to process the massive amount of food they required to survive.

\n

Society and Culture

\n

Living in low tech communities ranging from a few dozen individuals to no more than ten thousand, the Barabel community is built around a warren where the group thrives and hunted from. The Barabel species is noted for its hunting and tracking prowess; many of their actions are fueled by their hunting instincts, leading to the general feeling that Barabel are always angry. They are well known for their aggression but are also extremely loyal. They also have a great deal of respect for the Jedi because of their first experiences with a Jedi Master who settled a dangerous clan dispute. Apologies, whether for a misdeed or in sympathy, are an unknown concept to Barabel and are considered insulting.

\n

Names

\n

Barabel names are harsh and gutteral. Female names are often softer. Surnames are warren-based.

\n

  Male Names. Anidroks, Bridiz, Trurzuk, Vilzinok

\n

  Female Names. Alge, Bulzo, Ekthamo, Inako, Nolku

\n

  Surnames. Akken, Dutarca, Khigta, Srabulgid, Zhomo

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Dexterity score increases by 1.

Age. Barabel reach adulthood in their late teens and live less than a century.

Alignment. Barabel aggression causes them to tend toward the dark side, though there are exceptions.

Size. Barabel typically stand between 6 and 7 feet tall and weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Barabel have retractable claws. You are proficient with your claws, which deal 1d4 kinetic damage on a hit.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Hungry Jaws. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals 1d4 kinetic damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

Hunter. You are proficient in Survival.

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

Languages. You can speak, read, and write Galactic Basic and Barabel. The Barabel language is characterized by its barks and hisses.

"},"skinColorOptions":{"value":"Black, green, grey, or red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or red"},"distinctions":{"value":"Four-fingered hands, two inch long teeth"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Barab I"},"slanguage":{"value":"Barabel"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Barabel","mode":"=","targetSpecific":false,"id":1,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":7,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"barabel","mode":"+","targetSpecific":false,"id":10,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Barabel.webp","effects":[{"_id":"rZWNCSEJqZsjLbV5","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Barabel","mode":5,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":20},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft)","mode":2,"priority":20},{"key":"data.attributes.ac.value","value":"13+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"barabel","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Barabel.webp","label":"Barabel","tint":"","transfer":true}]} +{"_id":"OuhJJKGhm1uKqaXb","name":"Sith Pureblood","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Sith are a proud and violent species of humanoids that evolved on Korriban, a planet within the Horuset system in an isolated Outer Rim region called the Stygian Caldera. Sith have a larger than average number of individuals with potential to use the Force in their species, so high in fact that the entire species was considered strongly Force-sensitive.

Sith purebloods are characterized by their expressive facial appendages, bone spurs, cranial horns, and predatory gaze.

Society and Culture

Sith culture is a rigid and stratified caste-based society. For the sith, war and violence are just as much a part of the natural order of life as peace or serenity. Though they are in an almost constant state of war, their civilization is quite sophisticated; they see these acts not as cruel or barbaric, but simply basic aspects of existence. Their constant warring led to a dwindling of the population on their original homeworld of Korriban as well as cultivated an intensely xenophobic society.

Names

Sith pureblood names are not conventional. They are often named for virtues in the Sith tongue. Sith rarely share surnames, since they do not value family ties. When a sith pureblood achieves a success or victory, they often change their name to match their perceived newfound status. Since Force-sensitivity is common in sith purebloods, and their culture is built around strength, most sith are called simply \"My Lord,\" or some other epithet, by their underlings.

  Male Names. Aqorzum, Khashai, Sihmot, Wirjol

  Female Names. Aqurwia, Cliriu, Nupax, Ubhesosiuth

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Strength or Dexterity score increases by 1.

\n

Age. Sith reach adulthood in their late teens and live less than a century.

\n

Alignment. The cruelty of the Sith causes them to tend toward chaotic dark side, though there are exceptions.

\n

Size. Sith generally stand between 5 and 6 feet tall and weigh less than 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Force Sensitive. You know the denounce at-will force power. When you reach 3rd level, you can cast the curse force power once per day. When you reach 5th level, you can also cast the darkness force power once per day. Charisma is your forcecasting ability for these powers.

\n

Menacing. You gain proficiency in the Intimidation skill.

\n

Sadistic. You have proficiency with saberwhips, vibrowhips, and nets.

\n

Languages. You can speak, read, and write Galactic Basic and Sith. Sith is an agglutinative language, in which words or even phrases were made up of linear sequences of distinct meaningful units.

"},"skinColorOptions":{"value":"Black or red"},"hairColorOptions":{"value":"Black, brown, gray, red, or white"},"eyeColorOptions":{"value":"Orange, red, or yellow"},"distinctions":{"value":"Tentacle facial appendages, often wear jewelry or have tattoos, bone spurs"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Korriban"},"slanguage":{"value":"Sith"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Sith Pureblood","mode":"=","targetSpecific":false,"id":1,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.weaponProf.custom","value":"saberwhips","mode":"+","targetSpecific":false,"id":7,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrowhips","mode":"+","targetSpecific":false,"id":8,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"nets","mode":"+","targetSpecific":false,"id":9,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"sith","mode":"+","targetSpecific":false,"id":11,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Language"}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Sith%20Pureblood.webp","effects":[{"_id":"C3lStl981RznrCtr","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Sith Pureblood","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.traits.weaponProf.custom","value":"saberwhips","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibrowhips","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"nets","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"sith","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Sith%20Pureblood.webp","label":"Sith Pureblood","tint":"","transfer":true}]} +{"_id":"P2leghGAe1BGY5wb","name":"Falleen","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Falleen are distinguished by their mottled green or red skin, ridged skulls, and their long, black hair which they typically wear in ponytails. The sleek symmetry of their features, calculating and cold demeanors, their exotic looks, and their ability to alter their skin pigmentation make the Falleen often considered to be among the most aesthetically pleasing beings in the galaxy. In addition to their strikingly beautiful appearance, the Falleen exude pheromones which makes them all but irresistible to both sexes.\r\n\r\nThe Falleen are semi-aquatic, being able to hold their breath underwater for an extended period of time. Fallen are one of few species that are resistant to manipulation by the Force.

Society and Culture

Falleen society is of a feudal nature, with noble houses ruling over the lower classes. The upper echelons of Falleen aristocracy are rife with politics and intrigue, though they rarely spill blood over disputes or reduce themselves to open warfare.\r\n\r\nAs a cold-blooded species, the Falleen respect discipline and control, particularly self-control. They tend to shun public displays of emotion, and are very patient. As a result of this attitude, they tend to look down on the more openly passionate, whom they see as lacking self-control. Indeed, the Falleen as a species have a towering sense of superiority, reflecting on their view of Falleen as the civilized and cultural center of the galaxy, rather than Coruscant.

Names

Falleen favor names with Z and X sounds. They are usually accompanied by a surname, which is familial.

  Male Names. Xomit, Xizor, Xist, Zenex, Zurros

  Female Names. Xora, Trezza, Mylla, Zule, Annaz

  Surnames. Grunseit, Croom, Moz, Xiss, Mythric","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Falleen reach adulthood in their late teens and live up to 250 years.

Alignment. Falleen societal structure causes them to tend to be lawful balanced, though there are exceptions.

Size. Falleen typically stand between 5 and 6 feet tall and weigh around 165 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Closed Mind. Falleen brains have an unusual composition which make them resistant to influence from the Force. You have advantage on Wisdom and Charisma saving throws against force powers.

Enthralling Pheromones. You can use your pheromones to influence individuals of both sexes. Whenever you roll a 1 on a Charisma (Persuasion) check, you can reroll the die and must use the new roll. Additionally, once per short or long rest, you can treat a d20 roll of 9 or lower on a Charisma check as a 10. This feature has no effect on droids or constructs.

Hold Breath. You can hold your breath for up to 1 hour at a time.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Languages. You can speak, read, and write Galactic Basic and Falleen. Falleen is characterized by its common use of the Z and X sounds, of which the Falleen are fond.

"},"skinColorOptions":{"value":"Green, red"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Black, brown"},"distinctions":{"value":"Ridged skulls, dorsal spine"},"heightAverage":{"value":"4'7\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Falleen"},"slanguage":{"value":"Falleen"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Falleen","mode":"=","targetSpecific":false,"id":1,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"falleen","mode":"+","targetSpecific":false,"id":7,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Falleen.webp","effects":[{"_id":"MG89qb6cGFBKJaYv","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Falleen","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"falleen","mode":0,"priority":0},{"key":"flags.sw5e.closedMind","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maskOfTheWild","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.enthrallingPheromones","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Falleen.webp","label":"Falleen","tint":"","transfer":true}]} +{"_id":"PdCbLZ4P5FLi3EAB","name":"Gand","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Gand are sentient, stocky humanoids whose insectoid bodies are covered in a chitinous exoskeleton. The natural armor allow the Gand to shrug off injuries that would cripple most other species. The exoskeleton provides extra protection in the clavicle region, which prevented most nerve or pressure-point strikes to the neck and shoulders. In addition, Gands have the remarkable ability to regrow lost limbs. If a Gand is dismembered, it can regrow a lost limb in a few days.

\n

Society and Culture

\n

Gand society places heavy importance on the achievements of an individual and holds that an individual has no name, and thus no worth, until he or she proves otherwise. The speech patterns of Gands utilize third-person self-reference within each level of identity earned. Young or unproven Gands are all called \"Gand,\" as they are considered merely aspects of the same whole. Major accomplishments earn the use of a family surname. Mastering a skill, such as becoming a findsman, allows for the use of the given name, all with third-person self-reference. This manner of speaking is common within the spoken and written Gand language but is more predominant when a Gand speaks Basic; it is often a source of amusement to outsiders.

\n

Names

\n

Until a Gand has earned the use of a name, they go simply by the term \"Gand.\" Gand speak in the third person and refer to themselves by name. Often, when a Gand feels shamed, they will stop referring to themselves by their name and revert to calling themselves \"Gand\" until they prove themselves again. Male and female names are not distinct.

\n

  First Names. C'nyir, Dash, Iglid, Kyuffax, T'rix

\n

  Surname. Diqlu, Krakee, Praafri, Quudya, Zooq

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1.

Age. Gand reach adulthood when they earn their name, which is usually in their teens, and live to be about 70 on average.

Alignment. Gand tend toward no particular alignment. The best and worst are found among them.

Size. Gand stand 4 to 6 feet tall and weigh around 100 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Exoskeleton. You have a thick exoskeleton. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.

Gand Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Lungless. Gand do not have lungs, and therefore do not need to breathe.

Regenerative. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.

Languages. You can speak, read, and write Galactic Basic and Gand. The Gand language does not use pronouns as Gand refer to themselves in the third person, so often Gand who speak Galactic Basic are difficult to understand.

"},"skinColorOptions":{"value":"Varying shades of brown, green, and purple"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Brown, black, green, or silver"},"distinctions":{"value":"Exoskeletons, three-fingered hands"},"heightAverage":{"value":"4'1\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"75 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Gand"},"slanguage":{"value":"Gand"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gand","mode":"=","targetSpecific":false,"id":1,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":6,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":7,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"gand","mode":"+","targetSpecific":false,"id":9,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Gand.webp","effects":[{"_id":"sfGWShWGtQCdHlHC","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Gand","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.attributes.ac.value","value":"12+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"gand","mode":0,"priority":0},{"key":"flags.sw5e.regenerative","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Gand.webp","label":"Gand","tint":"","transfer":true}]} +{"_id":"Pwk6VymX6vZQfwK3","name":"Umbaran","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Umbarans, called the \"Shadow People\" by some, are a near-human species characterized by their pale, bluish skin and colorless, sunken eyes. Their homeworld, Umbara, is situated deep within the Ghost Nebula, and receives almost no direct light from the planet's primary star. As a result, Umbaran eyes are well-adjusted to seeing in low light, and can see into the ultraviolet spectrum, but can be disoriented by bright light.

\n

Society and Culture

\n

Umbaran society is strictly divided into a leveled caste system, with most Umbarans constantly scheming to improve their social rank, using tactics such as blackmail, subterfuege, and even assassination if necessary. Only those within the ten highest caste tiers were given opportunities to leave their homeworld. Because of the cutthroat machinations required to get there, Umbarans in the wider galaxy are known as skilled, ruthless politicians. This reputation is enhanced by the Umbarans' talents for reading and influencing the emotions of others. Umbara developed its own technological advances separate from galactic society, and possessed technology that was in many fields far more advanced than the galactic standard.

\n

Names

\n

Umbaran names are typically no more than one or two syllables. Surnames are familial.

\n

  Male Names. Mee, Pir, Nyss, Moshenu
  Female Names. Sly, Syll, Myn, Sata
  Surnames. Deechi, Moore, Phobi, Nenn

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma or Wisdom score increases by 1.

\n

Age. Umbarans reach adulthood in their late teens and live less than a century.

\n

Alignment. Umbarans' desire to improve their social standing at all costs causes them to tend towards chaos, though there are exceptions

\n

Size. Umbarans typically stand 5 to 6 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Superior Darkvision. You've lived most of your life without direct sunlight. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Umbaran Specilization. You have proficiency in one of the following skills: Insight, Technology, Deception, or Perception.

\n

Tech Dabbler. You know the ward at-will tech power. When you reach 3rd level, you can cast the analyze tech power once per day. When you reach 5th level, you can also cast the infiltrate tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

\n

Shadow People. You can attempt to hide even when you are only lightly obscured by dim light.

\n

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

\n

Languages. You can speak, read, and write Galactic Basic and Umbaran. Umbaran is characterized by its blending of technical jargon with informal language. It is rarely spoken off Umbara.

"},"skinColorOptions":{"value":"Pale grey or white"},"hairColorOptions":{"value":"White"},"eyeColorOptions":{"value":"White"},"distinctions":{"value":"Blue tinted skin and sunken, colorless eyes"},"heightAverage":{"value":"4'11\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Umbara"},"slanguage":{"value":"Umbaran"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Umbaran","mode":"=","targetSpecific":false,"id":1,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"umbaran","mode":"+","targetSpecific":false,"id":8,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Umbaran.webp","effects":[{"_id":"UYCnNjKYqbeNq6n8","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Umbaran","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (120 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"umbaran","mode":0,"priority":0},{"key":"flags.sw5e.sunlightSensitivity","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Umbaran.webp","label":"Umbaran","tint":"","transfer":true}]} +{"_id":"QMmAn6fsowbd5aY3","name":"Lasat","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A humanoid sentient species, Lasats are notable for their impressive height, strength, and agility, with their muscular digitigrade legs enabling them to run faster, jump higher and farther, and move more quietly than humans. Their large finger pads and prehensile toes assist them in climbing. In addition, their large eyes and ears afford them superior sight and hearing over humans. They had the strength to open a powered-down blast door. A height of two meters tall was considered below-average for a Lasat.

Society and Culture

Lasat society is held together by a long-standing oral tradition, featuring clever and stealthy heroes. Within the species, those with fighting skills are highly respected, often being members of the Lasan High Honor Guard, a group of highly trained, highly intelligent warriors sworn to protect their homeworld of Lira San. Bo-rifles are a long-standing tradition in Lasat culture, used exclusively by the Honor Guard of Lasan. The warrior way of the Lasat is the Boosahn Keeraw. When a Lasat is bested by a superior opponent in combat, they would give them their weapon.\n\nFacial hair is an important status symbol in Lasat culture. Those with green eyes and prominent purple stripes are considered to be attractive by others of their species. Juvenile Lasat are noted to climb tree branches.

Names

Lasat names tend to be melodic, with the occasionally harsh tone sprinkled in. Surnames are born by communities within Lasat culture rather than individual families.

  Male Names. Brob, Drim, Krus, Parred, Volares

  Female Names. Denazo, Gume, Hado, Zanisa

  Surnames. Dragarr, Ellias, Krod, Roleb, Vuzan","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.

\n

Age. Lasats reach adulthood in their late teens and live less than a century.

\n

Alignment. Lasat' honorable tendences cause them to tend toward lawful light side, though there are exceptions.

\n

Size. Lasats tower over other species, averaging 7 feet tall and weighing over 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Bo-rifle Training. You have proficiency with blaster rifles and vibrostaffs.

\n

Climbing. You have a climbing speed of 30 feet.

\n

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Keen Hearing and Sight. You have advantage on Wisdom (Perception) checks that rely on hearing or sight.

\n

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

\n

Languages. You can speak, read, and write Galactic Basic and Lasat, a language whose r's are difficult to replicate by most other species.

"},"skinColorOptions":{"value":"Grey or purple"},"hairColorOptions":{"value":"Purple or grey (with age)"},"eyeColorOptions":{"value":"Green"},"distinctions":{"value":"Impressive height, strength, and agility"},"heightAverage":{"value":"6'0\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"160 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Lira San"},"slanguage":{"value":"Lasat"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Lasat","mode":"=","targetSpecific":false,"id":1,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.weaponProf.custom","value":"blaster rifles","mode":"+","targetSpecific":false,"id":6,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrostaffs","mode":"+","targetSpecific":false,"id":7,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":9,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"lasat","mode":"+","targetSpecific":false,"id":11,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Lasat.webp","effects":[{"_id":"W5MLBoopu6UEzuac","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Lasat","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.weaponProf.custom","value":"blaster rifles","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibrostaffs","mode":0,"priority":0},{"key":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":2,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"lasat","mode":0,"priority":0},{"key":"flags.sw5e.powerfulBuild","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Lasat.webp","label":"Lasat","tint":"","transfer":true}]} +{"_id":"QepqOfruvo0bfFkK","name":"Aing-Tii","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

BIOLOGY AND APPEARANCE

\n

The aing-tii are a species of sentient, toothless mammals who stand on two clawed feet with two spindly arms, each with three large digits. Their bodies are covered in jointed white, bony plates covered in unique painted motifs. The aing-tii head is small and juts out perpendicularly from their chest, featuring two large eyes and six long, thin, green tongues extending from their mouths. They have a long, prehensile tail. The species is incapable of producing sound and conveys information via tasting, smelling and touching each other with their tongues.

\n

SOCIETY AND CULTURE

\n

The aing-tii are native to a planet whose location in the Kathol Rift is a closely guarded secret. Although in a dangerous area of space, the majority of Aing-Tii never leave their homeworld nor have any contact with the outside world. Those who do—commonly called aing-tii warrior monks—are often xenophobic and reclusive. The monks spend their entire lives performing errands for their gods, in the hope that they will receive \"an answer\" from them. The aing-tii hate slavery, and often attack slavers who roam the Kathol Outback.

\n

While the aing-tii are Force-sensitive, they avoid wielding the Force, which they see as sacred. The aing-tii believe that everything is somehow guided by the Force. They do not believe in the light or dark sides of the Force. Instead, they hold that there are many different aspects to the Force.

\n

NAMES

\n

Aing-tii names are, in reality, non-verbal and only truly understandable via taste, smell, and touch. The few aing-tii who have been known to the outside world have used translators to convey an auditory identifier.

\n

  Male Names. Ben'Sur, Looshen'Fel, Tadar'Ro

\n

  Female Names. Kulan'Pa, Laman'So, Te'Nuriel

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

\n

Age. Aing-tii reach adulthood in their late teens and live more than a century.

\n

Alignment. Aing-tii's foreign nature causes them to be hard to understand. Most aing-tii tend toward neutral light side, though there are exceptions.

\n

Size. Aing-tii typically stand 6 to 7 feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Armored Plates. You have thick armored plates. When you aren't wearing armor, your AC is 13 + your Dexterity modifier.

\n

Closed Mind. Aing-tii have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.

\n

Force-Sensitive. You know the force push/pull at-will force power. Wisdom or Charisma (your choice) is your forcecasting ability for this power.

\n

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

\n

Wisdom of the Elders. You are proficient in the Lore skill.

\n

Languages. You can understand, read, and write Galactic Basic, and the non-verbal communication of the aing-tii. However, you cannot speak or make noise verbally.

"},"skinColorOptions":{"value":"White"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Force-sensitivity, unique technology, six green tongues"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Aing-Tii homeworld in the Kathol Rift"},"slanguage":{"value":"Non-verbal communication via taste, smell, and touch"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"Ability Score Increase":{"value":"Ability Score Increase"},"Your Wisdom score increases by 2, and your Constitution score increases by 1":{"":{"value":"Your Wisdom score increases by 2, and your Constitution score increases by 1."}},"Age":{"value":"Age"},"Aing-tii reach adulthood in their late teens and live more than a century":{"":{"value":"Aing-tii reach adulthood in their late teens and live more than a century."}},"Alignment":{"value":"Alignment"},"Aing-tii's foreign nature causes them to be hard to understand":{" Most aing-tii tend toward neutral light side, though there are exceptions":{"":{"value":"Aing-tii's foreign nature causes them to be hard to understand. Most aing-tii tend toward neutral light side, though there are exceptions."}}},"Size":{"value":"Size"},"Aing-tii typically stand 6 to 7 feet tall and generally weigh about 200 lbs":{" Regardless of your position in that range, your size is Medium":{"":{"value":"Aing-tii typically stand 6 to 7 feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium."}}},"Speed":{"value":"Speed"},"Your base walking speed is 30 feet":{"":{"value":"Your base walking speed is 30 feet."}},"Armored Plates":{"value":"Armored Plates"},"You have thick armored plates":{" When you aren't wearing armor, your AC is 13 + your Dexterity modifier":{"":{"value":"You have thick armored plates. When you aren't wearing armor, your AC is 13 + your Dexterity modifier."}}},"Closed Mind":{"value":"Closed Mind"},"Aing-tii have a natural attunement for the Force, which makes them resistant to its powers":{" You have advantage on Wisdom and Charisma saving throws against force powers":{"":{"value":"Aing-tii have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers."}}},"Force-Sensitive":{"value":"Force-Sensitive"},"You know the force push/pull at-will force power":{" Wisdom or Charisma (your choice) is your forcecasting ability for this power":{"":{"value":"You know the force push/pull at-will force power. Wisdom or Charisma (your choice) is your forcecasting ability for this power."}}},"Prehensile Tail":{"value":"Prehensile Tail"},"You have supreme control over your tail and can use it to manipulate objects as well as your hands":{"":{"value":"You have supreme control over your tail and can use it to manipulate objects as well as your hands."}},"Wisdom of the Elders":{"value":"Wisdom of the Elders"},"You are proficient in the Lore skill":{"":{"value":"You are proficient in the Lore skill."}},"Languages":{"value":"Languages"},"You can understand, read, and write Galactic Basic, and the non-verbal communication of the aing-tii":{" However, you cannot speak or make noise verbally":{"":{"value":"You can understand, read, and write Galactic Basic, and the non-verbal communication of the aing-tii. However, you cannot speak or make noise verbally."}}},"source":"Expanded Content"},"flags":{"dynamiceffects":{"effects":[{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":1,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":3,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":7,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.traits.languages.custom","value":"the non-verbal communication of the Aing-Tii","mode":"+","targetSpecific":false,"id":8,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Traits Language Custom"},{"modSpecKey":"data.details.species","value":"Aing-Tii","mode":"=","targetSpecific":false,"id":9,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":10,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Attributes Armor Class Min"}],"equipActive":true,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Aing-Tii.webp","effects":[{"_id":"3aUdsUbBSwi6cZH0","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.traits.languages.custom","value":"the non-verbal communication of the Aing-Tii","mode":0,"priority":0},{"key":"data.details.species","value":"Aing-Tii","mode":5,"priority":5},{"key":"data.attributes.ac.value","value":"13 + @abilities.dex.mod","mode":5,"priority":1},{"key":"flags.sw5e.closedMind","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Aing-Tii.webp","label":"Aing-Tii","tint":"","transfer":true}]} +{"_id":"R9gjBTAp1FRSbggQ","name":"Droid, Class III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"
\n

Players as Droids

\n

Work with your GM to determine if playing as a droid is appropriate for your campaign. Droids are impervious to many effects and vulnerable to others. If your GM approves this choice of species, work with them to determine your droids designation, name, and appearance. If you want to play a different type of droid, work with your GM to find traits to realize your character.

\n
\n

Appearance

\n

Class III droids are typically human-like in both shape and size, standing at around 6 feet. They are usually a polished metallic color, though this can vary based on tasks for which they are created, their affiliation, or quirks of their owner.

\n

They are noteworthy for their slow, shuffling gait and typically overly talkative nature.

\n

Utility

\n

Class III droids are programmed to interact with humans. They are said to be the most advanced droids ever invented. Protocol, servant, tutor, and child care droids are all class III droids.

\n

They are usually equipped with protocol chips which give them the cognitive functionality to engage socially.

\n

Names

\n

Droids are typically called by their designation, given to them when they are created, or some affectation given to them by their owner. Often this affectation is a play on their designation.

\n

Occasionally, noteworthy droids will earn monikers based on their accomplishments.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence or Wisdom score increases by 1.

\n

Age. Droids don’t age, though they require maintenance to retain functionality.

\n

Alignment. Droids tend toward no particular alignment. The best and worst are found among them.

\n

Size. Class III droids stand around the height of humans and weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 25 feet.

\n

Type. Your creature type is droid.

\n

Armor Integration. You cannot wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.

\n

Droid Resistances. You are resistant to necrotic, poison, and psychic damage, and are immune to poison and disease.

\n

Droid Systems. You do not need to eat or drink. Additionally, you no longer require a tech focus to cast tech powers.

\n

Droid Vulnerabilities. You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.

\n

Force Insensitive. While droids can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.

\n

Knowledge Protocol. You have proficiency in the Lore skill.

\n

Maintenance Mode. Rather than sleep, you enter an inactive state to perform routine maintenance for 4 hours each day. You have disadvantage on Wisdom (Perception) checks while performing maintenance.

\n

Rapid Reconstruction. You are built with internal repair mechanisms. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points.

\n

Languages. You can speak, read, and write all registered languages.

"},"skinColorOptions":{"value":""},"hairColorOptions":{"value":""},"eyeColorOptions":{"value":""},"distinctions":{"value":""},"colorScheme":{"value":"Typically metallic"},"droidDistinctions":{"value":"Human-like size, shuffling gait, typically talkative"},"heightAverage":{"value":"5'6\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":""},"slanguage":{"value":""},"manufacturer":{"value":"Cybot Galactica, Industrial Automaton"},"droidLanguage":{"value":"Varies based on location"},"source":"PHB"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Droid%20Class%20III.webp","effects":[{"_id":"HFVrCmmsBSqYk1N7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.species","value":"Droid, Class III","mode":5,"priority":20},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":20},{"key":"data.attributes.speed.value","value":"25","mode":5,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"psychic","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"diseased","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"poisoned","mode":0,"priority":20},{"key":"data.traits.dv.value","value":"ion","mode":0,"priority":20},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.all","value":"1","mode":0,"priority":20},{"key":"flags.sw5e.forceInsensitive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maintenanceMode","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.rapidReconstruction","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Droid%20Class%20III.webp","label":"Droid, Class III","tint":"","transfer":true}]} +{"_id":"ShbbWh2cgZtRDfbN","name":"Codru-Ji","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Codru-Ji are humanoids generally near-human in their adult appearances, save for their four arms. While their hair, eye, and skin pigmentations tend towards earthen hues, brighter colorations such as blonde hair or blue eyes, though uncommon, also exist. Rarer still, some adults maintain a light coat of fur or elongated, pointed ears. These eccentric attributes result from their unusual childhood forms.

\n

Codru-Ji children are actually sapient, six-legged canid creatures that cannot speak. Codru-Ji in this stage of their lives are called Wyrwulves: they mature to their more recognizable figures after reaching puberty. At that point, a blue, rubbery substance cocoons a Wyrwulf for several weeks before it emerges as a humanoid adolescent. They do, however, retain both the natural resilience and the enhanced hearing of their previous selves.

\n

Society and Culture

\n

The Codru-Ji are proud and protective of their ancient customs, and they carefully manage their homeworld's economy to keep a degree of anonymity from the galaxy at large. They fear the tainting of their long-held practices by outside influence as well as prejudice against them for the almost barbaric level of callousness they will display towards one another in pursuit of personal gain. The kidnapping of a political rival's children or the ransoming of off-worlders back to their people are both common practices.

\n

Names

\n

Codru-Ji names are often kept to two syllables. Clan names are appended to the given name as a hyphenated affix.

\n

  Male Names. Kossok, Tirrit, Uttar, Yunnan

\n

  Female Names. Davvi, Kella, Russa, Zollu

\n

  Clan Names. -Fa, -Mu, Ro-, -Sy, Yi-

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.

Age. Codru-Ji reach adulthood in their early teens and live less than a century.

Alignment. Steeped in selfish tradition, Codru-Ji tend towards the dark side, though there are exceptions.

Size. Codru-Ji stand 5 to 6 feet tall and weigh around 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Four-Armed. Codru-Ji have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Natural Grappler. Whenever you make a Strength (Athletics) check to grapple you are considered to have expertise in the Athletics skill.

Trance. Codru-Ji sleep lightly, standing and semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Galactic Basic and Codruese, which has a solemn and stately cadence to it.

"},"skinColorOptions":{"value":"Light to dark tones"},"hairColorOptions":{"value":"Black, brown, gray, or white (usually with age)"},"eyeColorOptions":{"value":"Black, slate, gray, or brown"},"distinctions":{"value":"Four arms"},"heightAverage":{"value":"4'6\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Munto Codru"},"slanguage":{"value":"Codruese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Codru-Ji","mode":"=","targetSpecific":false,"id":1,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":6,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"codruese","mode":"+","targetSpecific":false,"id":8,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Codru-Ji.webp","effects":[{"_id":"cF7ScwvPgQ03tTqh","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Codru-Ji","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.attributes.ac.value","value":"12+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"codruese","mode":0,"priority":0},{"key":"flags.sw5e.trance","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.extraArms","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Codru-Ji.webp","label":"Codru-Ji","tint":"","transfer":true}]} +{"_id":"TQdULHobIknBek5O","name":"Mirialan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Mirialans are a near-human species native to the planet Mirial. They have green to yellow skin and tattoos on their faces. The Mirialans are known for their spirituality and strong connection with the world around them. Mirialans are very flexible and agile, making them fast and formidable foes.

Society and Culture

The Mirialan people are deeply religious and practice a primitive understanding of the Force. They believe each individual's actions contribute to their destiny, building upon past successes and failures to drive them towards their fates. Within their belief system was the view that individual actions ripple through the Force, also affecting the destiny of the species as a whole.\r\n\r\nA Mirialan often places a unique, geometrically repeated tattoo on their face and hands to signify that they have completed a certain test or task, or achieved sufficient aptitude for a certain skill. The number of tattoos often acts as a good indicator of how mature and/or skilled a Mirialan was. Because the more markings brings about a form of status, Mirialan society is stratified and allows the heavily marked citizens to access greater opportunities. Despite its importance, most Mirialans do not know the entirety of the tattoo lexicon due to its complexity. The interaction between placement and positioning of the shapes is incredibly subtle and changes their meaning greatly.

Names

Mirialan names are typically concise and rarely more than two syllables. Surnames are familial.

  Male Names. Boca, Floha, Jemy, Puv, Choqa

  Female Names. Buf, Ches, Kebe, Ovof, Shaqa

  Surnames. Acave, Ishakee, Kefvi, Uflozi, Zoria","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Mirialan reach adulthood in their late teens and live less than a century.

Alignment. Mirialans spiritual tendencies cause them to tend towards the light side, though there are exceptions.

Size. Mirialan typically stand 5 to 6 feet tall and weight 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Spiritual. You have proficiency in Lore. Additionally, you are considered to have expertise in Intelligence (Lore) checks made to learn or recall something about a culture's religion.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Mirialan.

"},"skinColorOptions":{"value":"Green, olive, or yellow"},"hairColorOptions":{"value":"Black, blonde, brown, or red"},"eyeColorOptions":{"value":"Blue, green, violet, grey, red, yellow, or orange"},"distinctions":{"value":"Facial tattoos, flexible and agile"},"heightAverage":{"value":"4'6\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Mirial"},"slanguage":{"value":"Mirialan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Mirialan","mode":"+","targetSpecific":false,"id":1,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"mirialan","mode":"+","targetSpecific":false,"id":8,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Mirialan.webp","effects":[{"_id":"uLanO2lY6ro8UeYE","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Mirialan","mode":5,"priority":20},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"35","mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"mirialan","mode":0,"priority":0},{"key":"flags.sw5e.surpriseAttack","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.unarmedCombatant","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Mirialan.webp","label":"Mirialan","tint":"","transfer":true}]} +{"_id":"TvrE30oilKwo3w6U","name":"Verpine","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Verpine are thin bipedal insectoids whose heads are dominated by large compound eyes. They also have two antennae, one located behind each eye. Their hardened carapace, composed of a green chitinous substance called carahide, is as flexible as the skin of other creatures, yet tough enough to deflect a blade or even absorb a glancing blaster bolt. The Verpine circulatory system does not contain a heart.\r\n\r\nVerpine eyes are keen enough to pick out microscopic details. Their antennae contain tympanic nerves which pick up sound. Their antennae are also sensitive to radio waves, giving Verpine the natural ability to sense and transmit radio waves to communicate with another Verpine in their language over long distances.

Society and Culture

The Verpine people hail from the Roche asteroid field, which is the fractured remnants of their home planet. The Roche live in artificial, self-sustaining environments inside these fragments.\r\n\r\nVerpine culture is oriented around crafting; they are noteworthy manufacturers of weapons, shield generators, armor, as well as personal use items such as breathing apparatuses. They are also gifted pilots.

Names

Verpine had variable naming customs. Not all Verpines adopt surnames. Male and female Verpine names do not differentiate.

  First Names. Fxz'et, Kuli, Moegid, Ss's, Zix

  Surnames. And'et, Ned'Ix, Ned'lx, Niskooen, Zes'sx","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.

Age. Verpine reach adulthood in their 40's and live an average of 200 years.

Alignment. Verpine's altruistic and generous nature cause them to tend toward the light side, though there are exceptions.

Size. Verpine stand between 6 and 7 feet tall and rarely weigh more than 120 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Crafters. You have proficiency in one tool of your choice.

Hardened Carapace. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.

Tympanic Antennae. You have tremorsense out to 30 feet. You can detect and pinpoint the origin of vibrations within that radius, provided that monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures

Languages. You can speak, read, and write Verpine. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. You can communicate with other Verpine at distances of up to a mile using your antennae.

"},"skinColorOptions":{"value":"Green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or red"},"distinctions":{"value":"Hive-based insectoids, radio wave senses, technological aptitude, hardened carapace, short snouts, and small, toothless mouths"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"80 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Roche asteroid field"},"slanguage":{"value":"Verpine"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Verpine","mode":"=","targetSpecific":false,"id":1,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":6,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.senses","value":"Tremorsense (30 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"verpine","mode":"+","targetSpecific":false,"id":9,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Verpine.webp","effects":[{"_id":"ch1P73CKaCd3Czcy","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Verpine","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.attributes.ac.value","value":"13+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.traits.senses","value":"Tremorsense (30 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"verpine","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Verpine.webp","label":"Verpine","tint":"","transfer":true}]} +{"_id":"Tw8VFn8SWMdXiCO2","name":"Pyke","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A sentient species, the pykes are humanoid, although slimmer and taller than most humans. They have two long, lanky legs, and two arms that end in three-fingered hands. Their heads are large and elongated, with a tapered skull and an undersized face, a feature which some other species find unsettling. Pykes had two narrow, almond-shaped eyes which could be magenta or blue in color.

Society and Culture

Pykes hail from Oba Diah, a terrestrial planet marked by obsidian cliffs. Visitors to Oba Diah view both the population and terrain as unwelcoming. The pyke homeworld serves as the headquarters of the Pyke Syndicate, a criminal dealership within the Spice Cartel that operates in the criminal underworld distributing spice, an illicit substance harvested by slaves in the spice mines of the planet Kessel. To deliver spice to their customers, such as crime families on Coruscant, the Pyke Syndicate relies on smugglers and freighter captains to complete the dangerous Kessel Run. The Pyke Syndicate almost completely controls the production of raw spice in the galaxy, while maintaining tentative alliances with other criminal organizations throughout the galaxy, such as the Black Sun and the Crimson Dawn.

Names

Pyke names are often influenced by naming conventions of other species, with their rarely-used surnames being familial.

  Male Names. Dor, Eife, Qalo, Thok, Zret

  Female Names. Gali, Taela, Shethni, Vent, Zeeren

  Surnames. Kemtol, Nek, Pyke, Safet, Welkor ","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.

Age. Pykes reach adulthood in their late teens and live less than a century.

Alignment. Due to their underhanded nature, Pykes tend toward the dark side, though there are exceptions.

Size. Pykes typically stand 6 to 6 and a half feet tall and generally weigh about 155 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Mercantile. You have proficiency in one of the following skills of your choice: Deception, Persuasion, or Intimidation.

Notorious Slavers. Whenever you make an ability check related to the buying, selling, or controlling of slaves, you are considered proficient in the check. If you would already be proficient, you instead have expertise.

Spicer. You are proficient in spicer's kit.

Languages. You can speak, read, and write Galactic Basic and Pyke. The Pyke language is characterized by its multisyllable grunts.

"},"skinColorOptions":{"value":"Gray or green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue, magenta, or purple"},"distinctions":{"value":"Elongated, tapered skull with an undersized face"},"heightAverage":{"value":"5'2\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Oba Diah"},"slanguage":{"value":"Pyke"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Pyke","mode":"=","targetSpecific":false,"id":1,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"pyke","mode":"+","targetSpecific":false,"id":8,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.toolProf.value","value":"spice","mode":"+","targetSpecific":false,"id":9,"itemId":"PZ4DzYK4FOjbAInS","active":false,"_targets":[],"label":"Traits Tool Prof"}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Pyke.webp","effects":[{"_id":"wixQFe7jP8tKTN3Q","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Pyke","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"pyke","mode":0,"priority":0},{"key":"data.traits.toolProf.value","value":"spice","mode":0,"priority":0},{"key":"flags.sw5e.longlimbed","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Pyke.webp","label":"Pyke","tint":"","transfer":true}]} +{"_id":"ULTvy2UARSKDhCFp","name":"Arcona","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Arcona have anvil-shaped heads, claws, marble-like eyes, and protective skin. Cona is always hot, and has very little water, but the atmosphere is filled with ammonia vapor. Arcona adapted to this environment by eating the ammonia-converting roots of flora as a source of water. Arcona depended on the ammonia to live and, as a result, arcona living offworld have to take ammonia supplements. Despite their large eyes, arcona have very poor eyesight. Their eyes, made up of thousands of photoreceptors, can not detect fine shapes, only seeing blurry objects. To aid this, they have a small sensory organ between their eyes. Often mistaken for their nose, this organ detects heat patterns from living beings. Thus, arcona can recognize things by its heat pattern.

\n

Arcona are highly susceptible to addiction to spice and common salt, which serves as a hallucinogen with effects resembling that of intoxication. Their eyes shift to gold after prolonged addiction.

\n

Society and Culture

\n

Arcona normally think of themselves not as individuals but as a collective whole. Largely forsaking individuality, they often refer to themselves as “we” even when alone. The arcona live in loose, family-based communities called nests, which are ruled by a Grand Nest. Because arcona are born in nests underground, they obtain a close sense of family living in close quarters with siblings. Males raise the young, since females are typically impulsive thrill-seekers.

\n

Names

\n

Arcona names are quite diverse, named by their fathers in the nest. Surnames are either familial or nest-based.

\n

  Male Names. Bijrik, El, Jat, Kazat, Onalol, Shle

\n

  Female Names. Ak, Cimam, Cuten, He, Madan, Omik

\n

  Surnames. Cheen, -drell, -faxel, Shran, Takonak, -voll

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.

\n

Age. Arcona reach adulthood in their late teens and live for more than a century.

\n

Alignment. Arcona tend toward no particular alignment. They can vary from the chaotic thrillseekers to the orderly lawkeepers. The best and worst are found among them.

\n

Size. Arcona typically stand 5 and a half to 6 and a half feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Claws. Your sharp talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d4 + your Strength modifier.

\n

Clever. You have proficiency in one Intelligence skill of your choice.

\n

Easily Addicted. Arcona are susceptible to spice addiction, and as a result you are taught to identify it from an early age. Additionally, consuming salt can cause them to hallucinate, potentially replicating the effects of spice. Whenever you make an ability check related to identifying salt or spice or seeing whether something contains salt or spice, you have advantage.

\n

Hide. You have a thick hide. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide.

\n

Keen Smell. You have advantage on Wisdom (Perception) checks that involve smell.

\n

Reptilian Senses. Whenever you make a Wisdom (Perception) check related to sensing heat, you are considered to have expertise in the Perception skill.

\n

Languages. You can speak, read, and write Galactic Basic and Arconese. Arconese is spoken through complex, guttural squeaks from the back of the throat. However, arcona born and raised in colonies outside of Cona often did not learn Arconese, but the local language instead.

"},"skinColorOptions":{"value":"Ebony to mahogany"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Green, blue, pink, gold when addicted"},"distinctions":{"value":"Flat heads, easily addicted"},"heightAverage":{"value":"5'0\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"95 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Cona"},"slanguage":{"value":"Arconese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Arcona.webp","effects":[{"_id":"NGgLg9M06MvvWwAh","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Arcona","mode":5,"priority":20},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":20},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":20},{"key":"data.attributes.ac.value","value":"13+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.traits.languages.value","value":"arconese","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Arcona.webp","label":"Arcona","tint":"","transfer":true}]} +{"_id":"UNbSuAveHKiODPYp","name":"Gungan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Starting life as tadpoles, Gungans develop into tall beings with extremely flexible cartilaginous skeletons. Strong leg muscles allow for powerful and quick frog-kick style swimming through water as well as a remarkable jumping ability while on land. Fin-like ears (called haillu) also aid them in swimming, as well as expressing emotions like aggression, friendship, and fear. They have partially retractable eyestalks with nictitating membranes when underwater. Green eyes are unusual amongst Gungans.

Society and Culture

Gungans are generally a generous and peaceful species. They truly love to have visitors and warmly welcome them; however, they would remain suspicious until the visitors have earned their respect. Gungans are not tolerant of anyone who threatens their peaceful culture. They have very strict laws, and will go to the extremes to punish anyone who has committed a minor crime. Vandals, for example, can be given a sentence of exile, caning, or even stoning.\r\n\r\nIf a Gungan is cast out of society, it is very difficult for them to return. If they do manage to return legally, they are often subjected to heavy discrimination. This can make life very difficult for them and can go on for months or years, until their past offenses disappear from memory. Returning back to the settlement they were exiled from illegally will sometimes result in the death penalty, especially if they brought along outsiders.

Names

Gungan names are often repeated syllables hyphenated.

  Male Names. Crinn-Crinn, Gic, Noc-Noc, Wal

  Female Names. Hew, Khi, La-La, Phro-Phro, Yuss

  Surnames. Baud, Gos, Jalles, Mag, Wub","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Strength score increases by 1.

Age. Gungans reach adulthood in their early teens and live about 70 years.

Alignment. Gungans tend toward the light side, though there are exceptions.

Size. Gungans typically stand 6 to 7 feet tall and weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Amphibious. You can breathe air and water.

Martial Proficiency. You have proficiency with light and medium armor as well as the vibrospear and vibropike.

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Gungan. When speaking Galactic Basic, you often have trouble with word tenses and infinitives; this usually has a comical effect.

"},"skinColorOptions":{"value":"Blue, brown, or green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Light colors"},"distinctions":{"value":"Extendable tongues, long ears, eye stalks, three toes, aquatic species"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Naboo"},"slanguage":{"value":"Gungan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gungan","mode":"=","targetSpecific":false,"id":1,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":6,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":7,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrospear","mode":"+","targetSpecific":false,"id":8,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibropike","mode":"+","targetSpecific":false,"id":9,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":10,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"=","targetSpecific":false,"id":11,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":12,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"gungan","mode":"+","targetSpecific":false,"id":13,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Gungan.webp","effects":[{"_id":"kgqVkH4CH10efNNT","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Gungan","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.armorProf.value","value":"lgt","mode":0,"priority":0},{"key":"data.traits.armorProf.value","value":"med","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibrospear","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibropike","mode":0,"priority":0},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"gungan","mode":0,"priority":0},{"key":"flags.sw5e.amphibious","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.strongLegged","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Gungan.webp","label":"Gungan","tint":"","transfer":true}]} +{"_id":"V5Gn8RwlAIIb6GK7","name":"Aleena","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Aleena are short, reptilian bipeds with large eyes and wide mouths full of small, sharp teeth. Aleena's bodies are long compared to their short arms and stubby legs. Warm-blooded reptiles, they possess exceptional reflexes as well as a fast metabolism which allow them to convert food into energy very rapidly in order to escape predators on their harsh home planet.

\n

Society and Culture

\n

Aleena are social and tend to thrive best in with close-knit teams if not with their own kind. They develop strong loyalties to friends and protect those they care about fiercely. Due to their inborn curiosity, the aleena are stereotypically galactic travelers, tourists in every sense. This, combined with their strong dedication to their relatives, results in aleena families traveling even to most unusual and dangerous locations just to see its sights. The appearance of aleena family walking through an intergalactic metropolis is a common sight on many planets. The aleena's love of sports and particularly, adventure and thrill sports, draw many into the galactic community. Most who enter professional classes are experts or diplomats.

\n

Aleena settlements are small, and most individuals are part of a single lineage, or tahiko. The chief of each tahiko leads the community and represents their wishes to the planetary advisory body. The advisory body elects a king to govern the planet. This indivisdual is generally revered as a religious figure tasked with officiating at all religious ceremonies.

\n

Names

\n

Aleena names are generally short and guttural, with longer names being saved for royalty. Surnames are based on their tahiko or tribal lineage.

\n

  Male Names. Batts, Gratz, Wakka, Zakan, Zetts

\n

  Female Names. Arkei, Harza, Sutci, Tsuon, Yenn

\n

  Surnames. Anares, Kylar, Ors, Practes, Targae

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

\n

Age. Aleena reach adulthood in their late teens and live to be about 80.

\n

Alignment. Aleena's benevolent yet curious nature causes them to tend toward chaotic light side, though there are exceptions.

\n

Size. Aleena typically stand 2 and a half to 3 feet tall and generally weigh about 35 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Bite. Your sharp teeth are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d4 + your Strength modifier. Additionally, as a bonus action, you can perform a special bite attack. On a hit, the target suffers the attack's normal effects, you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.

\n

Cosmopolitan. You have proficiency in Lore.

\n

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

\n

Nimbleness. You can move through the space of any creature that is of a size larger than yours.

\n

Racer's Reflexes. Whenever you make a Dexterity ability check, attack roll, or saving throw, you can choose to add 1d4 to the result. You can choose to do this after the check is rolled but before the GM determines if you have passed or failed the check. You cannot do so again until you complete a short or long rest.

\n

Undersized. Your small stature makes it hard for you to wield large weapons. You cannot use heavy shields. Additionally, you cannot use martial weapons with the two-handed property unless it also has the light property, and, if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Galactic Basic and Aleena. Aleena is characterized by its use of short syllables and energetic movements to convey urgency and emotion.

"},"skinColorOptions":{"value":"Blue, gray, purple, tan"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue"},"distinctions":{"value":"Short stature, scaly skin, crested head"},"heightAverage":{"value":"2'1\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Aleen"},"slanguage":{"value":"Aleena"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Aleena","mode":"+","targetSpecific":false,"id":1,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"aleena","mode":"+","targetSpecific":false,"id":8,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Traits Language"}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Aleena.webp","effects":[{"_id":"UCJDsDHBIg6vcQ2j","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Aleena","mode":5,"priority":20},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"25","mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"aleena","mode":0,"priority":0},{"key":"flags.sw5e.nimbleEscape","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.nimbleness","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Aleena.webp","label":"Aleena","tint":"","transfer":true}]} +{"_id":"VUAOVY8N7s8mz2lD","name":"Muun","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Muuns are tall, gaunt humanoids with thin bodies, long limbs, and elongated hairless heads. They typically have pale pink or white skin, most likely derived from their propensity for staying indoors. Muuns have tiny ears on the middle of the sides of their heads, flat noses, and slim mouths which leads to a commonly nasally voice.

\n

Society and Culture

\n

Muuns believe in tradition, with an established culture based on intelligence and merit. A class-based hierarchy, Muuns consider the the intellectual pursuits—financiers, lawyers, engineers, diplomats, scientists—as the highest levels of society. Muun culture, and life, revolves around economics and finance. Intense competition among coworkers encourages economic growth, increased productivity, and superior work ethic. Muuns also have a fundamental respect for justice, though they typically adhere to the letter of the law rather than the spirit. Since Muuns tend to shy away from fighting and physical pursuits, Muun society relies on alternative means for their planet's protection, using vast financial resources to purchase massive floating defense platforms to defend their civilization from attack.

\n

Names

\n

Muun names are typically clear and concise, rarely containing more than two syllables, with familial surnames.

\n

  Male Names. Clu, Hego, Nix, Pors, San

\n

  Female Names. Dax, Efra, Gil, Rel, Ter

\n

  Surnames. Card, Damask, Hill, Lesser, Tonith

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

Age. Muuns reach adulthood in their late teens and live an average of a century.

Alignment. Muuns' lawful culture nature causes them to tend toward lawful balanced, though there are exceptions.

Size. Muuns typically stand 6 and a half to 7 feet tall and weigh around 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Finance Savvy. Muun share a keen business sense and an ability to find value where others don't. Whenever you make a Charisma (Persuasion) check involving finances you are considered to have expertise in the Persuasion skill.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Three Hearts. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Languages. You can speak, read, and write Galactic Basic and Muun. The Muuns' admiration of mathematics carries over into their language, which bares a striking resemblance to Binary.

"},"skinColorOptions":{"value":"Light pink or white"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or grey"},"distinctions":{"value":"Three hearts, long limbs, elongated heads"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Scipio"},"slanguage":{"value":"Muun"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Muun","mode":"=","targetSpecific":false,"id":1,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"muun","mode":"+","targetSpecific":false,"id":7,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Muun.webp","effects":[{"_id":"8gvuuKqgXs6QeD14","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Muun","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"muun","mode":0,"priority":0},{"key":"flags.sw5e.longlimbed","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.multipleHearts","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Muun.webp","label":"Muun","tint":"","transfer":true}]} +{"_id":"VVteh0TEavwlfuRq","name":"Rakata","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

In appearance, rakata are smooth skinned amphibian-like humanoids that had tall craniums along with eyes that protruded from each side of their heads on short stalks. These bipedal beings have three digit hands that are tipped with claws for digging through packed dirt. As a species, they are uniformly lean and tall; while most rakata have a similar height and weight, females tend to be more slender than males, though just as tall. Rakata are primarily carnivorous, likely stemming from the fact that they are cannibalistic, often making a meal of other species. Long term abuse of the Force in their society, exacerbated by a plague, culled the rakata's ability to sense the Force.

\n

Society and Culture

\n

Rakatan technology and structures hold the unique property of blending with the Force, creating powerful and long-lasting monuments that are almost impossibly to replicate. Rakatan society is devoted to conquering and enslaving those they deem weak. At the height of its power, the Rakatan Infinite Empire had conquered and enslaved dozens of worlds. They would strip entire planets of their resources and then terraform them to fit their own needs. After a plague ravaged their civilization and caused the fall of the Infinite Empire, rakata broke off into smaller tribes rather than a unified organization. Despite their newfound tribal nature, rakata retained their ability to quickly adapt to and appropriate technology.

\n

Names

\n

Rakatan names do not distinguish by gender, and they do not use surnames.

\n

  Names. Ceh'let, Orsaa, Skal'nas, Soa, Tul'kar

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1.

\n

Age. Rakata reach adulthoood by 20 and rarely live longer than 90 years.

\n

Alignment. Rakata's propensity towards war and aggression cause them to tend toward lawful dark side, though there are exceptions.

\n

Size. Rakata typically stand between 6 and 7 feet tall and weigh around 180 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Adaptive Resilience. Prolongued use of technology allows rakata to readily adapt to its effects. You have advantage on Strength and Constitution saving throws against tech powers.

\n

Amphibious. You can breathe air and water.

\n

Cannibalize. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Claws. Rakata have savage claws. You are proficient with your claws, which deal 1d6 kinetic damage on a hit.

\n

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Force Insensitive. While rakata can be manipulated by many force powers, they can not sense the Force. You cannot use force powers or take levels in forcecasting classes.

\n

Swim. You have a swimming speed of 30 feet.

\n

Technician. You are proficient in the Technology skill.

\n

Languages. You can speak, read, and write Galactic Basic and Rakata. Rakata is characterized by its deep tones and simplistic nature, using mainly consonants and long vowels. It's script seems to be a very ancient form of Galactic Basic.

"},"skinColorOptions":{"value":"Blue, green, grey, or red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue, brown, gold, or yellow"},"distinctions":{"value":"Horizontal eye stalks, vertical blade shaped head, tridactyl hands"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"125 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Lehon"},"slanguage":{"value":"Rakata"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Rakata","mode":"=","targetSpecific":false,"id":1,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"=","targetSpecific":false,"id":7,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rakata","mode":"+","targetSpecific":false,"id":10,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Rakata.webp","effects":[{"_id":"tukaXNn70Kp4AY5v","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Rakata","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":5,"priority":5},{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"rakata","mode":0,"priority":0},{"key":"flags.sw5e.adaptiveResilience","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.amphibious","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.cannibalize","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.forceInsensitive","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Rakata.webp","label":"Rakata","tint":"","transfer":true}]} +{"_id":"VoCfefvgeZnehS0L","name":"Defel","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

While defel appear to be visually similar to the shistavanen, they are very different on a biological level. Defel have the ability to bend waves of light in such a manner that it renders them practically invisible to the human eye. Despite this ability, they could be still be spotted by force-users and keen-eyed individuals. Defel have extremely high perceptive ability because of their large ears, sensitive noses, and keen eyes. Because of the heightened levels of visual stimuli their eyes experience, defel are nearly blinded by sunlight but can see rather well in the dark.

\n

Society and Culture

\n

Defel live in tight-knit, interdependent communites underground. The harsh environment on Af'El turned the defel into rugged survivors, able to hold their own in the Galaxy. Defel have a strong sense of honor and will not associate with individuals that do not keep their word. Because defel have yet to achieve interplanetary travel, they are a rare sight in the galaxy.

\n

Names

\n

Defel names tend to sound dark and mysterious, and are mostly composed of multiple syllables. Defel surnames are familial, using stern and simple sounds.

\n

  Male Names. Alustair, Claustro, Tenebris, Varsiin

\n

  Female Names. Lhantra, Soliel, Stroika, Zavtra

\n

  Surnames. Gauss, Neura, Tume, Vecherom

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.

Age. Defel reach adulthood in their early teens and live less than a century.

Alignment. Defel tend toward no particular alignment. The best and worst are found among them.

Size. Defel typically stand 4 to 5 feet tall and generally weigh around 100 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Claws. You have sharp claws, which deal 1d4 kinetic damage on a hit. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hidden Step. As a bonus action, you can turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you've used this trait, you can't use it again until you finish a short or long rest.

Miners. You have proficiency in scavenging kits.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Sneaky. You are proficient in the Stealth skill.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Defel. Most defel refuse to speak Galactic Basic while on their home planet of Af'El unless they have a specific need for it.

"},"skinColorOptions":{"value":"Black, brown, or grey"},"hairColorOptions":{"value":"Blue to yellow in ultraviolet light, black to dark brown in visible light"},"eyeColorOptions":{"value":"Black, orange, or red"},"distinctions":{"value":"Ability to absorb light, light blindness, claws"},"heightAverage":{"value":"3'10\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"65 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Af'El"},"slanguage":{"value":"Defel"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Defel","mode":"=","targetSpecific":false,"id":1,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":2,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":3,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":4,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"=","targetSpecific":false,"id":6,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"defel","mode":"+","targetSpecific":false,"id":8,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":9,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":10,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.toolProf.value","value":"scav","mode":"+","targetSpecific":false,"id":11,"itemId":"ghKmUoOj75TEKey2","active":false,"_targets":[],"label":"Traits Tool Prof"}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Defel.webp","effects":[{"_id":"avJjg9zlYNomK9Uw","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Defel","mode":5,"priority":5},{"key":"data.traits.size","value":"sm","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"25","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"defel","mode":0,"priority":0},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.toolProf.value","value":"scav","mode":0,"priority":0},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.sunlightSensitivity","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.surpriseAttack","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Defel.webp","label":"Defel","tint":"","transfer":true}]} +{"_id":"WiqF460WAeTi36ai","name":"Rattataki","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Rattataki are a near-human species characterized by their nimble movements, chalk-white skin and oft-bald heads. Virtually isolated from the rest of the galaxy, the Rattataki developed a violent society on their home planet of Rattatak, which involves extensive gladiatorial combat.

Society and Culture

While most other inhabitants of Rattatak came from the Unknown Regions, there are a significant number of off-worlder mercenaries who come to Rattatak from time to time, likely to view or participate in gladiatorial combat, only to be stranded there permanently. The remarkably harsh conditions on the planet nearly drove its population to extinction. For eons, the Rattataki constantly battled amongst themselves and their fellow inhabitants (represented primarily by Humans, Zabraks, Siniteens, Vollick, and Weequay) over the planet's limited resources. Despite being nearly completely isolated from the outside galaxy, the Rattataki displayed remarkable initiative and continually created new ways to kill each other.\r\n\r\nRattataki culture is bloody and unforgiving. Punishment for even the smallest crimes is unnecessarily harsh, which does little to quell that behavior. In fact, Rattataki who are known to commit crimes without being caught are celebrated.

Names

Rattataki names are harsh sounding and short. Surnames are familial, though many Rattataki abandon them in favor of self-aggrandizing titles.

  Male Names. Aidus, Charnagus, Karok, Veran

  Female Names. Amaran, Kassien, Silas, Sraja, Vol

  Surnames. Anjek, Danvik, Degger, Kolla, Venkorr","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity or Intelligence score increases by 1.

Age. Rattataki reach adulthood in their late teens and live less than a century.

Alignment. Rattataki are self-serving and violent which causes them to tend toward the dark side, though there are exceptions.

Size. Rattataki typically stand about 5 and a half feet tall and weigh 140 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Acrobatic. You have proficiency in Acrobatics.

Intimidating. You have proficiency in Intimidation.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Rattataki. Rattataki is known for have an inordinate amount of curses.

"},"skinColorOptions":{"value":"Chalk-white"},"hairColorOptions":{"value":"Brown, grey or white"},"eyeColorOptions":{"value":"Grey or white"},"distinctions":{"value":"Near-human features, white skin, usually with a bald head, often tattooed"},"heightAverage":{"value":"4'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Rattatak"},"slanguage":{"value":"Rattataki"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Rattataki","mode":"=","targetSpecific":false,"id":1,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":4,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.acr.value","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Skills Acrobatics"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rattataki","mode":"+","targetSpecific":false,"id":8,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Rattataki.webp","effects":[{"_id":"1peB1cOJ8IYxY5Cw","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Rattataki","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"35","mode":5,"priority":5},{"key":"data.skills.acr.value","value":1,"mode":4,"priority":20},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"rattataki","mode":0,"priority":0},{"key":"flags.sw5e.surpriseAttack","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.unarmedCombatant","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Rattataki.webp","label":"Rattataki","tint":"","transfer":true}]} +{"_id":"ZQLTY2fbr8hXdWOM","name":"Togorian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Togorian people are a feline warrior species native to the planet Togoria. They are large, heavy-framed bipeds, with retractable claws on their hands and feet. Female Togorians grow up to 7 feet tall, while adult males can reach up to 9 feet. They're covered in gray-white, black, brown, or orange fur, often with colorful spots or stripes.

Society and Culture

Togorians have a unique cultural division between their sexes. They evolved as nomadic hunters of creatures like the bist and etelo, surviving on the wilderness as apex predators. As time went on, a rift in their society developed between the two sexes. Males were drawn to continue their lifestyle as nomads and hunters for their people, while females tended to prefer remaining in permanent camps and contributed the vast majority of their species technological developments. This division has continued into modern times, with males continuing their nomadic traditions and females frequently preferring to stay in villages and cities. Males visit their mates for about a month each year, but otherwise the sexes live completely separate lives. Whether in spite of this separation of the sexes, or because of it, Togorians are typically monogamous and devoted to their chosen mates.

Names

Togorian names tend to be short and primal-sounding. Female names tend to include softer consonants and more vowels, while male names are typically harsher. Togorians do not use surnames.

  Male Names. Mezgraf, Mlatar, Morto, Mrrov, Torr

  Female Names. Coelle, Elotis, H'sishi, Kra'ake, Rrowv","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity or Constitution score increases by 1.

Age. Togorian reach adulthood in their late teens and live less than a century.

Alignment. Togorians' rigid sense of honor causes them to tend toward lawful light side, though there are exceptions.

Size. Togorians tower over almost all other species, with smaller females standing upwards of 7 feet tall and weighing 250 lbs., while males can easily reach 8 feet tall and weigh around 350 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Togorians have retractable claws. You are proficient with your claws, which deal 1d6 kinetic damage on a hit.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Stealthy Hunter. You have proficiency in the Survival and Stealth skills.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Languages. You can speak, read, and write Galactic Basic and Togorese. Togorese is characterized by its deep, resonating growls.

"},"skinColorOptions":{"value":"Black, brown, or white"},"hairColorOptions":{"value":"Black, brown, orange, or white"},"eyeColorOptions":{"value":"Brown, green, orange, or yellow"},"distinctions":{"value":"Large frame, retractable claws, striped fur, rigid honor code"},"heightAverage":{"value":"6'2\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"175 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Togoria"},"slanguage":{"value":"Togorese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Togorian","mode":"=","targetSpecific":false,"id":1,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":" med","mode":"=","targetSpecific":false,"id":4,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"togorese","mode":"+","targetSpecific":false,"id":9,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Togorian.webp","effects":[{"_id":"AwKbuyAocEAz5vyD","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Togorian","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"togorese","mode":0,"priority":0},{"key":"flags.sw5e.savageAttacks","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.toughness","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Togorian.webp","label":"Togorian","tint":"","transfer":true}]} +{"_id":"a1f8nLgf8Le37uQ1","name":"Toydarian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A mammalian species of winged, stout bodied humanoids, the Toydarians have stubby facial tusks which protruded from their lower jaw and framed a short pudgy trunk. While their stubby legs can support their body weight, Toydarians' primary mode of locomotion was their use of the wings on their upper back. Though their wings can beat as fast as ten times a second, the effort burned up large amounts of energy, causing the species to need to replenish itself often through regularly eating mass quantities of food. In order to fuel this hyperactive metabolism, Toydarians eat concentrated foods and egg-seeds. Most of the bloodiest wars in their history were fought over food supplies.

Society and Culture

Despite being ruled by the Hutts, the Toydarian people are able to govern themselves free of major outside intervention through the establishment of a feudal monarchy. A ruling king sits on the planet's throne, allowing vassals to form allegiances and have minor disputes to solve their own problems. The king makes sure to keep his vassals happy and to have their allegiance, but will occasionally encourage infighting to reveal the true character of the vassals and weed out treachery. \r\n\r\nToydarians are known as shrewd businessmen.

Names

Toydarian names are fairly simple and guttural, but a few harsher elements can be found here and there. Male names are generally shorter than female names. Female names always end in a vowel.

  Male Names. Dod, Nesteddo, Tul, Zloomroo

  Female Names. Fefiffe, Lenlibo, Nugni, Zoldibu

  Surnames. Daab, Faabb, Kepo, Mitra, Vulba","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.

Age. Toydarians reach adulthood at 10 and live less than a century.

Alignment. Toydarians' greedy nature causes them to tend toward chaotic balanced, though there are exceptions.

Size. Toydarians average 4 feet tall and weigh less than 50 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Business Savvy. A common trait of all Toydarians is their shrewd business sense and their ability to haggle any deal. A loyal and proud people, these traits could be off-putting to outsiders, as many Toydarians in the galaxy were seen as crooks or slimy businessmen, but this was not always the case. Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.

Closed Mind. Toydarian brains have an unusual composition which made them resistant to influence from the Force. You have advantage on Wisdom and Charisma saving throws against force powers.

Flight. You have a flying speed of 25 feet. To use this speed, you can't be wearing medium or heavy armor.

Shrewd Demeanor. You have proficiency in two Intelligence, Wisdom, or Charisma skills of your choice.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic, Huttese, and Toydarian.

"},"skinColorOptions":{"value":"Blue, green, grey, or pink"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, brown, or green"},"distinctions":{"value":"Two wings, facial tusks, snout, three fingers and toes on appendages"},"heightAverage":{"value":"3'3\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Toydaria"},"slanguage":{"value":"Toydarian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Toydarian","mode":"=","targetSpecific":false,"id":1,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Flying (25 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"huttese","mode":"+","targetSpecific":false,"id":8,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"toydarian","mode":"+","targetSpecific":false,"id":9,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Toydarian.webp","effects":[{"_id":"uswPAoIbJ2GUTyBM","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Toydarian","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"25","mode":5,"priority":5},{"key":"data.attributes.speed.special","value":"Flying (25 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"huttese","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"toydarian","mode":0,"priority":0},{"key":"flags.sw5e.businessSavvy","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.closedMind","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Toydarian.webp","label":"Toydarian","tint":"","transfer":true}]} +{"_id":"aKKprEtOyd2GOSnY","name":"Thisspiasian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Thisspiasians are easily recognized by their abundant beards and their long tails, which often reach over six feet. These tails are very strong and are commonly used to carry large objects. When meditating or at rest, a thisspiasian will coil their tail beneath their torso, reducing their height by several feet. They also possess four arms, with the upper set being stronger and larger. Each of their four hands have five fingers, and each finger is tipped with a long, sturdy claw. It is thought unsophisticated or unseemly by upper-class thisspiasians to have the bottom two visible in public, so they are generally hidden from sight via larger garments, with the smaller limbs sometimes even bound to their bodies. Thisspiasians need very little sleep to function normally, resting for only two hours a day, with brief meditative moments scattered throughout the day to refocus.

Society and Culture

Thisspiasian culture is one of proud warriors who keep their emotions well-concealed and their rages checked. Many outsiders see only a thisspiasian's outward facade of tranquility, and to most being it seems as if thisspiasians existed in a sea of calm. This is far from the truth, however, as they are in truth a very passionate species below the surface. A thisspiasian who doesn't meditate as often as they should will often be prone to otherwise atypical emotional outbursts.\r\n\r\nThisspias is ruled by a hereditary leader called the Blood Monarch. Due to their seemingly archaic ruling structure, thisspiasians are often considered out-of-touch.

Names

Thisspiasian names typically are composed of two similar sounding syllables. Surnames are familial.

  First Names. Annak, Effed, Emmet, Gorro, Koto

  Surnames. Albarn, Braibel, Kirsingr, Raledurn","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1.

Age. Thisspiasians reach adulthood in their 20s and often live more than a century.

Alignment. Thisspiasians' emotional composure causes them to tend toward lawful alignments, though there are exceptions.

Size. Thisspiasians typically stand 5 to 6 and a half feet tall and generally weigh about 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Thisspiasians have long claws. You are proficient with your claws, which deal 1d4 kinetic damage on a hit.

Cultured. You have proficiency in the Lore skill.

Four-Armed. Thisspiasians have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Inscrutable. Your calm demeanor and control make you hard to read. Wisdom (Insight) checks made against you have disadvantage, and you have advantage on any saving throw against an effect that would read your thoughts.

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

Trance. Thisspiasians only require 2 hours of sleep a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Galactic Basic and Thisspiasian. Thisspiasian is a complex language characterized by its interlocking sentences and heavy use of sibilants.

"},"skinColorOptions":{"value":"Pale to green"},"hairColorOptions":{"value":"Black, blond, brown, grey, or white (with age)"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Four arms, serpentine, large beards"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"250 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Thisspias"},"slanguage":{"value":"Thisspiasian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Thisspiasian","mode":"=","targetSpecific":false,"id":1,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"thisspiasian","mode":"+","targetSpecific":false,"id":8,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Thisspiasian.webp","effects":[{"_id":"4WoMle31KAvAHxvk","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Thisspiasian","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"thisspiasian","mode":0,"priority":0},{"key":"flags.sw5e.inscrutable","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.trance","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.extraArms","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Thisspiasian.webp","label":"Thisspiasian","tint":"","transfer":true}]} +{"_id":"aNfVgeDkuDkuGzAE","name":"Trandoshan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Trandoshans are a large, bipedal sentient species, with scaly skin which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Each of their four limbs ends in three razor sharp claws. These are perfect for combat, but did not grant them manual dexterity, making a trandoshan's finger movements somewhat clumsy and awkward.

Society and Culture

Trandoshans worship their goddess, the Scorekeeper, whom they would appease through acts which increased their Jagannath points. This is done by living a lifestyle which was, by non-trandoshan standards, overtly aggressive, leading many trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prize wookiee pelts, which consequently play a large part in earning Jagannath points-capturing the pelts of particularly infamous wookiees would give the hunter a large increase in Jagganath points. To be shamed or captured during a hunt would zero one's Jagganath points-effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

Names

Trandoshan names are quite harsh and contain a lot of elongated sounds, as well as a lot of s's. Differences between male and female names are often very subtle, but there is a higher chance for female names to contain softer sounds.

  Male Names. Bossk, Tshyrrng, Varrsk, Wuikkekss

  Female Names. Aksa, Idwiks, Kluks, Mezuus, Shokss

  Surnames. Dallosss, Druc, Groqisch, Hsac, Nausdot","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Age. Trandoshans reach adulthood in their early teens and rarely live to be older than 70.

Alignment. Trandoshans tend toward the dark side, though there are exceptions.

Size. Trandoshans stand as tall as 7 and a half feet and can weigh over 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hold Breath. You can hold your breath for up to 15 minutes at a time.

Regenerative. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.

Saving Face. Trandoshans are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

Languages. You can speak, read, and write Galactic Basic and Dosh. Dosh is characterized by its harsh grunts, hisses and growls, and its written form that used alphabetic glyphs.

"},"skinColorOptions":{"value":"Green, yellow, brown, orange, red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow, orange"},"distinctions":{"value":"Reptilian, scaly skin, regenerative properties"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Trandosha"},"slanguage":{"value":"Dosh"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Trandoshan","mode":"=","targetSpecific":false,"id":1,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"dosh","mode":"+","targetSpecific":false,"id":7,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Trandoshan.webp","effects":[{"_id":"cGgWnQNhESjlOFmW","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Trandoshan","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"dosh","mode":0,"priority":0},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":20},{"key":"flags.sw5e.regenerative","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Trandoshan.webp","label":"Trandoshan","tint":"","transfer":true}]} +{"_id":"aiI0l8VZupMmi00f","name":"Colicoid","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Colicoids are tall insectoids that held multiple appendages. Their bodies are chitinous and include a powerful stinging tail. A colicoid's physiology allows them to curl up into a protective ball and unfurl suddenly which allow them to catch their prey unaware. This rolling method of locomotion is second nature to the colicoids. Their insectoid minds provide them a natural defense against mind tricks.

\n

Some members are colicoid queens that are different as they are more than twice the size of even the largest warrior breeds. This makes them extremely dangerous and are the only colicoids that possess a unique poisonous stinger. This combined with their strength and size makes them deadly combatants, especially when within their nests. However, a queen tends to only fight when her young are being threatened.

\n

Society and Culture

\n

Though highly intelligent, colicoids are emotionless and cannibalistic in nature. Their ruthless cunning serves them well on the battlefield as it does on the negotiating table. It is known that long ago that they transferred these ruthless characteristics to their commerce activities. As a result, they are known to be brutally efficient in their business practices. They are noted for being vicious and calculating creatures that are driven by greed whilst showing little regard for others. The colicoids have numerous successful commercial ventures and hold strict business protocols.

\n

Names

\n

Colicoid names are typically very short and gender neutral, with surnames being based on the queen from which they spawned.

\n

  First Names. Gal, Het, Kaf, Lyp, Nok, Yin

\n

  Surnames. Bek, Dor, Set, Tel, Wim, Zal

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Strength or Constitution score increases by 1.

Age. Colicoids reach adulthood by 8 and live to be about 65.

Alignment. Colicoid's emotionless nature causes them to tend towards balanced alignments, though there are exceptions.

Size. Colicoids typically stand 6 to 6 and a half feet tall and generally weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 25 feet.

Acute Senses. You have proficiency in the Perception skill.

Cannibalize. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.

Closed Mind. Colicoid brains have an unusual composition which gives them a natural defense against the Force. You have advantage on Wisdom and Charisma saving throws against force powers.

Defensive Ball. You are able to curl into a rolling ball for extra protection. When you take the Dash action while you aren't wielding a shield, you gain a bonus to AC equal to half your proficiency bonus (rounded up) until the start of your next turn.

Natural Armor. Due to your carapace and the shape of your body, you are ill-suited to wearing armor. Your carapace provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Stinger. Your stinger is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d4 + your Strength modifier.

Languages. You can speak, read, and write Galactic Basic and Colicoid. The Colicoid language uses sounds produced by the antennae and jointed legs of the colicoids, including humming sounds and clicks, which makes it difficult for other species to speak.

"},"skinColorOptions":{"value":"Brown, green, or purple"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Orange, purple, red, or yellow"},"distinctions":{"value":"Carnivorous insectoids, four legs, defensive \"ball mode\""},"heightAverage":{"value":"5'2\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Colla IV"},"slanguage":{"value":"Colicoid"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Colicoid","mode":"=","targetSpecific":false,"id":1,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":4,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.prc.value","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Skills Perception"},{"modSpecKey":"data.attributes.ac.min","value":"17","mode":"=","targetSpecific":false,"id":6,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"colicoid","mode":"+","targetSpecific":false,"id":8,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Colicoid.webp","effects":[{"_id":"lNQzl0PRPGz1LnkR","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Colicoid","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"25","mode":5,"priority":5},{"key":"data.skills.prc.value","value":1,"mode":4,"priority":20},{"key":"data.attributes.ac.value","value":"17+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"colicoid","mode":0,"priority":0},{"key":"flags.sw5e.closedMind","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.cannibalize","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Colicoid.webp","label":"Colicoid","tint":"","transfer":true}]} +{"_id":"aqCgiO8ny3JFBgPm","name":"Ardennian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Ardennians are sentient humanoid simians hailing from the tropical paradise of Ardennia. They are covered in fur from head to their wrists and ankles, with brown and grey being the most common fur colors. Ardennians sport four arms and prehensile feet. All six of their limbs are equally dexterous.

\n

Society and Culture

\n

The Ardennian people themselves are a friendly communal species that are well known for welcoming visitors and inviting newcomers to traditional feasts and dances on the sandy beaches of Ardennia. Rural Ardiennan's live in modern tree-villages in the thick, dim jungle canopy on the majority of the islands. Ground level accommodations are available for off world visitors even in the smaller villages. Most off-worlders stay in the large modern resort complexes which boast having miles of private beaches or in the modern cities. Several large cities exist, scattered around the world, which typically encompass an entire island or a series of smaller islands joined together.

\n

Ardennia's distance from the main hyperlanes makes it one of the lesser-known vacation destinations, but it's a popular one for those who don't mind the extra travel time. Some affluent visitors prefer the solitude that Ardennia offers, and occasionally end up purchasing one of the smaller islands to build their own home. Ardennia is notable for having the most beach per square meter in the galaxy.

\n

Names

\n

Ardennians' names are typically concise and rarely more than two syllables, with a familal surname.

\n

  Male Names. Rio, Jakar, Hul, Lup, Quil, Jerno

\n

  Female Names. Rac, Bras, Nuc, Kua, Karta, Sanya

\n

  Surnames. Betal, Durant, Jabut, Karon, Rambuan

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age. Ardennians reach adulthood in their late teens and live less than a century.

Alignment. Ardennians' peaceful nature causes them to tend toward the light side, though there are exceptions.

Size. Ardennians typically stand 4 to 4 and a half feet tall and weigh around 60 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Four-Armed. Ardennians have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Jungle Dweller. Growing up in the tree-villages of Ardennia has left an impact. You don't treat jungle terrain as difficult terrain.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Prehensile Feet. You have supreme control over your feet and can use them to manipulate objects as well as your hands.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Treeclimber. You have a climbing speed of 25 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

Languages. You can speak, read, and write Galactic Basic and Ardennian. Ardennian has a bubbly, energizing tone to it.

"},"skinColorOptions":{"value":"Brown or black"},"hairColorOptions":{"value":"Brown to gray"},"eyeColorOptions":{"value":"Brown or black"},"distinctions":{"value":"Four arms, fur-covered, prehensile feet"},"heightAverage":{"value":"3'2\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"50 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Ardennia"},"slanguage":{"value":"Adrennian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Ardennian","mode":"=","targetSpecific":false,"id":1,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"ardennian","mode":"+","targetSpecific":false,"id":9,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Ardennian.webp","effects":[{"_id":"abUBIqj4EjIoc7yP","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Ardennian","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"ardennian","mode":0,"priority":0},{"key":"flags.sw5e.maskOfTheWild","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.strongLegged","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.extraArms","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Ardennian.webp","label":"Ardennian","tint":"","transfer":true}]} +{"_id":"bQsZxQgRxl5Ou6r3","name":"Noghri","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Noghri are a primitive humanoid species hailed from the planet Honoghr with steely gray-blue skin that are renowned assassins. A natural gift for stealth and hand-to-hand combat, Noghri are efficient killing machines with their rending claws and strong olfactory sense that can often determine familial lineage. Their smaller size belies their ruthlessness and potent hunting skills.

Society and Culture

Noghri culture relies heavily on honor, with society being clan-based, revolving around the Dukha, a community center in each village. The greatest strength of the Noghri stems from their loyalty and secrecy; when a Noghri takes a job, they always fulfill it, even if it would result in their death. As such, they make exceptional, albeit expensive bodyguards.\r\n\r\nNoghri are loathe to fight with weapons larger than small daggers, believing combat to be a personal celebration to be sullied by use of heavier weapons. As such, it is rare (though not impossible) to see a Noghri wielding a weapon larger than their forearm.\r\n\r\nEach Noghri clan village centers around the Dukha, with each clan being led by a Dynast. The Dukha is inhabited by the clan's Maitrakh, who functions as the storyteller, spiritual leader, and lore keep of the clan.

Names

Noghri names vary from short to long, with female names being typically softer. Surnames are clan-based.

  Male Names. Cakhmaim, Ezrakh, Khabarakh, Rukh

  Female Names. Cilnaas, Edvir, Kahr'corvh, Meewalh

  Surnames. Bakh'tor, Eikh'mir, Hakh'khar, Khim'bar","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Strength score increases by 1.

Age. Noghri reach adulthood in their late teens and live less than a century.

Alignment. Noghri's honorable society causes them to tend toward a lawful alignment, though there are exceptions.

Size. Noghri typically stand about 5 feet tall and weigh around 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hunter. You are proficient in Survival and Stealth.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Powerful Leap. If you jump at least 10 feet in a straight line before hitting with a melee weapon attack, you can attempt to shove the target prone as part of the same attack. Once you use this trait, you can't use it again until you finish a short or long rest.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Honorghran. Honorghran is characterized by its scratchy, gutteral sounds.

"},"skinColorOptions":{"value":"Bluish-gray"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Brown"},"distinctions":{"value":"Advanced olfactory senses, claws, hunting prowess."},"heightAverage":{"value":"4'5\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Honoghr"},"slanguage":{"value":"Honoghran"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Noghri","mode":"=","targetSpecific":false,"id":1,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"honoghran","mode":"+","targetSpecific":false,"id":9,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Noghri.webp","effects":[{"_id":"osToSGRyw3lDaFpz","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Noghri","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"honoghran","mode":0,"priority":0},{"key":"flags.sw5e.strongLegged","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.unarmedCombatant","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Noghri.webp","label":"Noghri","tint":"","transfer":true}]} +{"_id":"cPh5nsorfybBY8GF","name":"Flesh Raider","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Flesh raiders are a more primitive, and more physically imposing subspecies of rakata that mutated prior to the end of the Infinite Empire. A life above ground and in caves has led the flesh raiders to lose their more amphibian traits, and are now more humanoid in their biological needs, though they seem to only be able to digest meats and flesh.\n\nFlesh raiders keep many of their ancestral rakatan features, though they have experienced a form of gigantism that has lead to their interesting appearance, that of a flat topped, spade shaped head, with blade-like eye stalks coming off the side ends of the spade. Their body structure also more closely matches that of a trandoshan or dashade, being bulky and imposing in stature, towering over most other sentient creatures.\n\nUnlike contemporary rakata, flesh raiders did not lose their ability to tap into the Force.

Society and Culture

Flesh raiders are known to form small clan structures, with a war boss in charge of the clan. Those flesh raiders who are born Force-sensitive can be found imitating a temple structure, with a powerful Force-sensitive, usually from another species, leading them. \n\nFlesh raiders still speak the rakatan language, though it has developed into a cruder variant.

Names

Flesh raider names tend to be short and concise, embodying strength and virility. Flesh raider names make no distinction between male and female names. Surnames are clan-based, though they are rarely used.

  First Names. Cha'nagh, Fashk, Gorshh, Keshk, Mar'govrok

  Surnames. Ban, Fel, Kuir, Penk, Teeshk","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom or Charisma score increases by 1.

\n

Age. Flesh raiders reach adulthoood by 20 and rarely live longer than 90 years.

\n

Alignment. Flesh raiders' propensity towards war and aggression cause them to tend toward chaotic dark side, though there are exceptions.

\n

Size. Flesh raiders typically stand between 6 and 7 feet tall and weigh around 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

\n

Cannibalize. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Force Contention. Due to their unique physiology, flesh raider hardiness allows them to overcome use of the Force. You have advantage on Strength and Constitution saving throws against force powers.

\n

Menacing. You gain proficiency in the Intimidation skill.

\n

Hunters. Whenever you make a Wisdom (Survival) check to hunt for food, you are considered to have expertise in the Survival skill.

\n

Languages. You can speak, read, and write Galactic Basic and Rakata. Rakata is characterized by its deep tones and simplistic nature, using mainly consonants and long vowels. It's script seems to be a very ancient form of Galactic Basic.

"},"skinColorOptions":{"value":"Brown, pink, red, or tan"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, dark blue, dark green"},"distinctions":{"value":"Horizontal eye stalks, horizontal spade-shaped head, tridactyl hands"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Tython"},"slanguage":{"value":"Rakata"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Flesh Raider","mode":"=","targetSpecific":false,"id":1,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rakata","mode":"+","targetSpecific":false,"id":8,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Flesh%20Raider.webp","effects":[{"_id":"8kAGFyPm2CQRdUho","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Flesh Raider","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"rakata","mode":0,"priority":0},{"key":"flags.sw5e.aggressive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.cannibalize","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.forceContention","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Flesh%20Raider.webp","label":"Flesh Raider","tint":"","transfer":true}]} +{"_id":"crnTEymBBdoIu4Kk","name":"Chadra-Fan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Chadra-Fan are covered from head to foot in fur. Their species evolved from small, arboreal rodents. The two different sexes of Chadra-Fan are indistinguishable to other species, though the Chadra-Fan could readily tell the difference using their powerful sense of smell. Chadra-Fan also have involuntary pheromones that conveyed information about their family line and created an aura of attractiveness. Other voluntary pheromones often conveyed a Chadra-Fan's state of emotion-anger, fear, or joy. Chadra-Fan even create more complex messages using their pheromones, though the pheromones when mixed sometimes caused confusion. They are unique in the fact that they had clear blood.

\n

Society and Culture

\n

The society of Chadra-Fan is divided into a clan structure in which every member is responsible for parenting the clan's children; a fact of life is that every household is open at any time. Leadership within the clan is a temporary role that is passed from one individual to another as the situation calls for a particular expertise. Children are the centerpiece of a Chadra-Fan community, and only leave when wed. However the new Chadra-Fan couple remain with the smaller clan so it was possible that a Chadra-Fan never leaves his or her home. Chadra-Fan left by themselves suffer depression, so they regularly seek the company of others; thus, Chadra-Fan are not very picky when it came to friends and prefer complete strangers to loneliness.

\n

Names

\n

Chadra-Fan names do not vary significantly based on sex. Surnames are clan based.

\n

  First Names. Dubi, Kattar, Naska, T'yabah, O'yasha

\n

  Surnames. Abalomm, Fandy, Nemm, Nuz, Yedit

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

Age. Chadra-Fan reach adulthood by 15 and live an average of 40 years.

Alignment. Chadra-Fan's open, clan-based culture cause them to tend toward the light side, though there are exceptions.

Size. Chadra-Fan stand 3-4 feet tall and weigh about 45 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Climb. You have a climbing speed of 25 feet.

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

Second Heart. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Tinker. You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, emit an onerous smell for 1 minute. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

Trance. Chadra-Fan only require 2 hours of sleep a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Chadra-Fan. The Chadra-Fan language is characterized as being nasally and squeaky.

","source":"Expanded Content"},"skinColorOptions":{"value":"Black, brown, or grey"},"hairColorOptions":{"value":"Black, brown, or grey"},"eyeColorOptions":{"value":"Dark"},"distinctions":{"value":"Large ears, flat noses with four nostrils"},"heightAverage":{"value":"2'8\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Chad"},"slanguage":{"value":"Chadra-Fan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.traits.size","value":"Chadra-Fan","mode":"=","targetSpecific":false,"id":1,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":"=","targetSpecific":false,"id":6,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.toolProf.custom","value":"Tinker's tools","mode":"+","targetSpecific":false,"id":7,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Traits Tool Prof Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"chadra-fan","mode":"+","targetSpecific":false,"id":9,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Traits Language"}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Chadra-Fan.webp","effects":[{"_id":"6clSr6rfOZJaWWiM","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.traits.size","value":"grg","mode":0,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"25","mode":5,"priority":5},{"key":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":5,"priority":5},{"key":"data.traits.toolProf.value","value":"tin","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"chadra-fan","mode":0,"priority":0},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.tinker","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20},{"key":"data.details.species","value":"Chadra-Fan","mode":5,"priority":20},{"key":"flags.sw5e.multipleHearts","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.trance","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Chadra-Fan.webp","label":"Chadra-Fan","tint":"","transfer":true}]} +{"_id":"d1v4WUpl7Y3DYmgX","name":"Nautolan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Nautolans possess physiology common to amphibious species, including low light vision and excellent swimming skills. Their bony endoskeleton and dense cartilage make them tough and resistant to glancing blows. An egg-laying species, Nautolans emerge from their egg as a tadpole that develops arms, legs, and head-tails during their second year of life. Roughly the same size as a Human infant during this time, their limbs are weak and unable to support their weight, forcing youthful Nautolans to remain in aquatic environments for much of their childhood.

Society and Culture

The society developed by the Nautolans on Glee Anselm is centralized around local families and governments. The centralized government of Glee Anselm is comprised of representatives from the Council of Elders that govern each settlement. Elders are elected on merit, and can be made up of youthful politicians as well as the most aged members of the society. A culture that promotes life-long mates, Nautolan families are characterized by their loyalty between spouses and the equality of the sexes in the household. Arranged marriages are not uncommon. \r\n\r\nNo cultural affinity for the Force ever developed on Glee Anselm, though members of the Nautolan species recognize its importance and respected those among them that were Forceful.

Names

Nautolan names are generally short and melodic. Female names usually end in a vowel. Surnames are familial.

  Male Names. Brod, Knirkoc, Peng, Tikuwik, Zesufreat

  Female Names. Doli, Hahi, Thamlymyo, Usha, Zezu

  Surnames. Iarre, Rirrall, Sompanong, Uzumdall","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Nautolans reach adulthood in their early teens and live about 70 years on average.

Alignment. Nautolans' benevolence cause them to tend toward the light side, though there are exceptions.

Size. Nautolans typically stand 5 to 6 feet tall and rarely weigh more than 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Amphibious. You can breathe air and water.

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Insightful. Nautolan head tentacles are adept at determining moods. You have advantage on Wisdom (Insight) checks to determine emotions.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Nautila. Nautila is unique in that it can only be properly pronounced underwater due to its use of pheromones in addition to spoken sounds. In any other environment, the language loses a great amount of detail; that Nautolans find this annoying.

"},"skinColorOptions":{"value":"Blue, brown, green, purple, or grey"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, brown, or red"},"distinctions":{"value":"Extrasensory head tentacles capable of detecting chemicals"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Glee Anselm"},"slanguage":{"value":"Nautila"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Nautolan","mode":"=","targetSpecific":false,"id":1,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"nautila","mode":"+","targetSpecific":false,"id":9,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Nautolan.webp","effects":[{"_id":"nlORbLb6xwbjSHm8","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Nautolan","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"35","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"nautila","mode":0,"priority":0},{"key":"flags.sw5e.amphibious","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Nautolan.webp","label":"Nautolan","tint":"","transfer":true}]} +{"_id":"dTu3GwEHTQhOnyud","name":"Ugnaught","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Ugnaughts are diminutive, porcine humanoids who have pink skin, upturned noses, white hair, and thick layers of jowls. Some have tusks that they use in blood duels. They are strong and resilient, and their life-spans reached up to 200 standard years. They notably eat genteslugs.

\n

Society and Culture

\n

Ugnaughts are ruled by councils comprised of elected officers. Ugnaughts live their lives in accordance to their \"blood profession,\" with Ugnaught parents teaching their children their trade. Infant Ugnaughts are known as Ugletts. If the number of new Ugnaughts in a given profession exceeds the need, a blood duel is called. When the Ugnaughts reached their twentieth year of age, these fights are held to the death, with the victor winning the right to inherit their blood profession. Despite this outdated and violent custom, the Ugnaughts are generally a peaceful people with a rich culture. When greeting an Ugnaught, it is advised to bow silently, then wait for a guttural purring as a positive response. Usage of the common galactic greeting \"yaa-yaah\" is considered a personal insult to Ugnaughts. If this occurrs, it is advisable to duck and cover, as various mechanical implements will be thrown one's way. Ugnaughts are often enslaved as they are fairly meek.

\n

Names

\n

Ugnaught names are generally concise. Female names sound more cheerful. Surnames are determined by blood profession.

\n

  Male Names. Banax, Dral, Durn, Togre, Yirkux

\n

  Female Names. Admeva, Olnito, Ruskor, Vurlilli

\n

  Surnames. Col, Gnatro, Mikk, Roc, Sag

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1.

\n

Age. Ugnaughts reach adulthood at 20 and can live to reach 200.

\n

Alignment. Ugnaughts tend toward no particular alignment. The best and worst are found among them.

\n

Size. Ugnaughts rarely stand higher than 4 feet and weigh about 50 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25.

\n

Bite. Your tusks are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d6 + your Strength modifier.

\n

Crafters. You have proficiency in one tool of your choice.

\n

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Industrial Hazards. You have resistance to acid damage.

\n

Tech Dabbler. You know the mending at-will tech power. When you reach 3rd level, you can cast the analyze tech power once per day. When you reach 5th level, you can also cast the overheat tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

\n

Tinker. You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, cause harmless tremors for 1 minute. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Galactic Basic and Ugnaught. The Ugnaught language is composed of grunts, squeals, and chatters, and is difficult for other species to learn.

"},"skinColorOptions":{"value":"Varying shades of pink"},"hairColorOptions":{"value":"White"},"eyeColorOptions":{"value":"Black and red"},"distinctions":{"value":"Diminutive stature, porcine features, technological affinity"},"heightAverage":{"value":"3'1\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Gentes"},"slanguage":{"value":"Ugnaught"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ugnaught","mode":"=","targetSpecific":false,"id":1,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.dr.value","value":"acid","mode":"+","targetSpecific":false,"id":7,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.toolProf.custom","value":"tinker's tools","mode":"+","targetSpecific":false,"id":8,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Traits Tool Prof Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"ugnaught","mode":"+","targetSpecific":false,"id":10,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Ugnaught.webp","effects":[{"_id":"cEL26hyVYxGjv0si","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Ugnaught","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"25","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"acid","mode":0,"priority":0},{"key":"data.traits.toolProf.value","value":"tin","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"ugnaught","mode":0,"priority":0},{"key":"flags.sw5e.tinker","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Ugnaught.webp","label":"Ugnaught","tint":"","transfer":true}]} +{"_id":"dhEFk1c3Q5DQ2ztn","name":"Ortolan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Ortolans are squat, heavily-built humanoid bipeds with long, trunklike noses and beady black eyes. They possess floppy ears, which are extremely sensitive to sound waves. They have two hands, each ending in four chubby fingers and a thumb, which is not opposable. A thick, baggy hide covered in fuzz resembling velvet hangs off of the Ortolan body. Ortolans have a keen sense of smell to help them forage for food. In fact, they are handicapped in their business affairs by their attachment to food, sometimes accepting otherwise unfavorable contracts when promised enough to eat. Their twin obsessions are food and music; offworld, many Ortolans find success as chefs or musicians.

\n

Society and Culture

\n

Ortolan society is reasonably industrialised, though not as technologically advanced as other species. Despite this, their economy is mostly based on barter, with credits primarily used to trade with offworlders. Education is the responsibility of their parents, though gifted youngsters are often traded to other families to get specialized education. While most Ortolans appear to have blue skin, Ortolans are actually covered in short velvety fur which they often dyed in bright colors, most often blue and pink. This tradition began when a Devaronian trader tried to sell Ortolans a shipment of food dyes—they considered dyeing their food a waste of time, but found dyed fur to be quite stylish.

\n

Names

\n

Ortolan names are generally short with big sounds. Female names are typically softer. Surnames are familial.

\n

  Male Names. Donmb, Hegh, Nax, Parm, Teeb  

\n

  Female Names. Bedla, Folfe, Nelni, Phoff, Sallo  

\n

  Surnames. Bigek, Lubum, Nad, Rojool, Somo

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

Age. Ortolans are considered adults at the age of seven and typically live less than a century.

Alignment. Ortolans' love of food and music causes them to tend toward chaotic light side, though there are exceptions.

Size. Ortolans stand around 3 to 4 feet tall and weigh about 55 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Foragers. Whenever you make a Wisdom (Survival) check to forage for food you are considered to have expertise in the Survival skill.

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Hide. Your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

Musical. You have proficiency in Performance and one musical instrument of your choice.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Ortolan. Ortolan is characterized by its grunts and hoots.

"},"skinColorOptions":{"value":"Light colors"},"hairColorOptions":{"value":"Light colors"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Stocky builds, trunklike noses, floppy ears, small mouths, brightly dyed fur"},"heightAverage":{"value":"2'10\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"50 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Orto"},"slanguage":{"value":"Ortolan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ortolan","mode":"=","targetSpecific":false,"id":1,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.prf.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Skills Performance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"ortolan","mode":"+","targetSpecific":false,"id":8,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":9,"itemId":"NcOqxyAmCCNgwMUS","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Ortolan.webp","effects":[{"_id":"Dh3FLNKo1HFJ7pqF","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Ortolan","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"25","mode":5,"priority":5},{"key":"data.skills.prf.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"ortolan","mode":0,"priority":0},{"key":"data.traits.toolProf.value","value":"music","mode":0,"priority":0},{"key":"flags.sw5e.grovelCowerAndBeg","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Ortolan.webp","label":"Ortolan","tint":"","transfer":true}]} +{"_id":"ex7UUaePJhPpUy0U","name":"Chevin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Chevin have long snouts which hang down nearly to their ankles. Combined with their intellect, this makes them skilled hunters of animals such as backshin, because they can smell out their prey or feed while keeping their eyes on the horizon. It is also their hunting prowess which allowed them to dominate their homeworld and conquer the Chevs. Chevin have thick legs, massive wide bodies, thin rope-like tails, and arms so long their three-fingered hands often brushed the ground.

\n

Society and Culture

\n

Chevin live in small, mobile communities, with homes mounted on great wheeled carts. Even after they gained access to galactic technology, they continued to live as nomads (though more affluent Chevin mounted their lodges on large repulsorlift vehicles instead.) Their Chev slaves are usually forced to follow on foot. Nomadic groups of Chevin keep in touch via comlinks, and often converge on a single location to deal with danger.

\n

The only Chevin settlements that stay in place for more than one standard month are the Government Villages, where Chevin dictators live with their hand-picked advisors. Even these settlements are movable when necessary. Each of the roughly two dozen Government Villages rules a Chevin nation.

\n

Names

\n

Chevin names do not vary significantly based on gender. Surnames are based on community.

\n

  First Names. Buula, Ephant, Perre, Phylus, Reseros

\n

  Surnames. Meh, Mon, Nen, Needmo, Phrusaani

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age. Chevin reach adulthood in their thirties and live up to 200 years.

Alignment. Chevin warmongering and slavetrading cause them to tend toward the dark side, though there are exceptions.

Size. Chevin stand between 6 and 8 feet tall and weigh up to 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to both hot and cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Nomadic. You are proficient in Survival.

Thick Skull. Your skull is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d6 + your Strength modifier kinetic damage.

Languages. You can speak, read, and write Galactic Basic and Chevin. The Chevin language is characterized by grunts and low-pitched rumblings. Chevin typically have deep voices, even when speaking Basic.

"},"skinColorOptions":{"value":"Grey"},"hairColorOptions":{"value":"Black, brown, blond, grey, or white (usually with age)"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Stocky build, large heads, long snouts, long arms, three-fingered hands, four-toed feet"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"170 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Vinsoth"},"slanguage":{"value":"Chevin"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Chevin","mode":"=","targetSpecific":false,"id":1,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":6,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"chevin","mode":"+","targetSpecific":false,"id":9,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Chevin.webp","effects":[{"_id":"xyKlxEBAGLcMBv2n","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Chevin","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.attributes.ac.value","value":"13+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"chevin","mode":0,"priority":0},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Chevin.webp","label":"Chevin","tint":"","transfer":true}]} +{"_id":"f57DFxmVEnoZ8H9O","name":"Ssi-Ruu","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Ssi-ruuk are a predatory, warm-blooded saurian species gifted with ferocious strength, remarkable speed, and sharp fangs and claws, traits that serve them well in the volcanic jungles of their homeworld of Lwhekk. Their muscular forms combined with their powerful tails make them very agile hunters, and their colorfully-scaled hides have been proven to be resistant even to blaster bolts. From their nostrils, two scent-tongues protrude that grant them enhanced olfactory senses, compensating for the poor vision afforded them by their dark, three-lidded eyes. No Ssi-ruu has ever been known to be Force-sensitive.

\n

Society and Culture

\n

The citizens of the Ssi-ruuvi Imperium follow a rigid caste system in which their station in society is determined by the color of the scales they are born with. Among these, the brown-scaled outcasts are regarded as the lowest of the low, and have no place in the Imperium beyond menial labor or death at birth. Deeply xenophobic and religious, the Ssi-ruuk view the rest of the galaxy as populated by lesser beings whose worlds rightfully belong to the Imperium. Despite their fierce nature, most ssi-ruuk are afraid of dying on a world unconsecrated by their priest caste, as they believe their souls would be doomed, so they harvest and \"entech\" the life-energy of other species to power droids that fight for them. The entechment process is torturous and painful to its victims, and is the main power source of Ssi-ruuvi technology.

\n

Names

\n

Ssi-ruuvi names are difficult to pronounce and gender neutral. Many ssi-ruuk adopt nicknames to make the lives of their associates easier. Ssi-ruuk do not have surnames.

\n

  Names. Firwirrung, Ivpikkis, Sh'tk'ith, Th'twirirl, Yifaii

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.

Age. Ssi-ruuk reach adulthood in their early teens and live to between 100 and 120 years.

Alignment. Ssi-ruuk's cultural drive to enslave and entech others cause them to tend toward the dark side, though there are exceptions.

Size. Ssi-ruuk typically stand between 6 or 7 feet tall and weigh over 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Type. Your creature type is both beast and humanoid.

Force Insensitive. While Ssi-ruuk can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.

Hunter. You are proficient in Survival.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Natural Empathy. Ssi-ruuk have scent-tongues that let them read the emotions of individuals. You have advantage on Wisdom (Insight) checks to determine emotions against humanoids and beasts within 10 feet of you.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Thick Skin. You have tough, scaly skin and prefer not to wear clothes. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.

Tooth and Nail. Your fangs and claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.

Languages. You can speak, read, and write Galactic Basic and Ssi-ruuvi. Ssi-ruuvi is a language of musical whistles, honks and clicks, and is nigh impossible for humans and similar species to speak.

"},"skinColorOptions":{"value":"Brown, red, or tan scales"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Solid black"},"distinctions":{"value":"Reptilian, tails, scent-tongues"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"200 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Lwhekk"},"slanguage":{"value":"Ssi-ruuvi"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ssi-Ruu","mode":"=","targetSpecific":false,"id":1,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":7,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"ssi-ruuvi","mode":"+","targetSpecific":false,"id":9,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Ssi-Ruu.webp","effects":[{"_id":"mHet1jKAIkSgtPbd","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Ssi-Ruu","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"35","mode":5,"priority":5},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.attributes.ac.value","value":"13+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"ssi-ruuvi","mode":0,"priority":0},{"key":"flags.sw5e.forceInsensitive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.sunlightSensitivity","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Ssi-Ruu.webp","label":"Ssi-Ruu","tint":"","transfer":true}]} +{"_id":"fCvWgqDFYmo37G4p","name":"Herglic","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The herglic are a massive race of creatures descended from aquatic mammals, breathing though a blowhole on top of their heads. They are tall and wide, and have smooth, hairless skin that ranged in color from pale blue to black, though some rare individuals may appear pink or have white markings on their sides. Their girth tends to leave them feeling out of place among smaller species; herglic tend to take up two chairs or fill the entire doorway of any establishment they enter that does not cater to beings their size.

Society and Culture

The herglics are very technologically advanced, developing space flight and hyperdrives and colonizing their sector of the galaxy prior to the formation of the Galactic Republic. Natural explorers and traders, they sailed the cosmos establishing crucial trade routes and gaining prestige. Despite their size, herglic are surprisingly dexterous while working with tools, and are some of the finest engineers in the galaxy. \r\n\r\nHerglics have an inquisitive but practical nature, enjoying travel and having exotic experiences. Their perpetually calm demeanor helps them interact with most other species peacefully, though when dealing with smaller species, herglics tend to become nervous and self-conscious about their proportions. They also seem to have an innate predeliction for gambling and games of chance, which have gotten more than one herglic into trouble on several occasions.

Names

Male names are typically harsher sounding than female names. Herglics rarely use surnames.

  Male Names. Biglu, Melchi, Sehvorah

  Female Names. Mahg-Raet, Seese, Uddn","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1.

Age. Herglic reach adulthood in their late teens and live up to 120 years.

Alignment. Herglics' gentle nature causes them to tend toward the light side, though there are exceptions.

Size. Herglic stand between 6 and 8 feet tall and weigh up to 600 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hold Breath. You can hold your breath for up to 1 hour at a time.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Swim. You have a swimming speed of 30 feet.

Technician. You are proficient in the Technology skill.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Languages. You can speak, read, and write Galactic Basic and Herglese. Herglese has a clear and commanding cadence, drawing the attention of those who hear it.

"},"skinColorOptions":{"value":"Black, gray, pale blue, pale pink"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Aquatic organs, massive size"},"heightAverage":{"value":"6'0\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"200 lb."},"weightRollMod":{"value":"x(2d8) lb."},"homeworld":{"value":"Giju"},"slanguage":{"value":"Herglese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Herglic","mode":"=","targetSpecific":false,"id":1,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"herglese","mode":"+","targetSpecific":false,"id":9,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Herglic.webp","effects":[{"_id":"YD22dYhkmmoTaN4S","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Herglic","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":2,"priority":20},{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"herglese","mode":0,"priority":0},{"key":"flags.sw5e.powerfulBuild","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.toughness","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Herglic.webp","label":"Herglic","tint":"","transfer":true}]} +{"_id":"fIDn0SRZcKtbQAsI","name":"Abyssin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The hulking abyssin have long limbs and a single large eye chat dominates their foreheads. Typically wellmuscled, the abyssin’s stooping gait results in a slightly hunched appearance.

\n

A distinctive trait of the abyssin is their ability to heal quickly; their fast regeneration is believed to have been an adaptation to prevent fluid loss via bleeding on their desert homeworld. All cells in the abyssin body are replaced every 80 hours, and organs which typically were paired in other species appear singularly.

\n

Society and Culture

\n

A primitive tribal society, the abyssin of Byss are known as violent and brutish, and their planet is avoided by most beings in the civilized galaxy. Unstable resources on Byss do not allow for mass population growth or for the stabilization of a central government, economy or trade system.

\n

Existing simply in nomadic tribes, abyssin groups can interact peacefully with one another, though only if both groups have plentiful water and food supplies. Otherwise, they began a 'Blooding', a brawl that ends only when one tribe's warriors are all killed, captured, or incapacitated. Warriors who survive a Blooding are usually allowed to join the winning tribe once they finish their regeneration. This tradition led to some violent incidents when spacers tried to make first contact and trade with Abyssin tribes with scarce water resources, especially since the abyssin assumed the alien traders could regenerate as quickly as they did.

\n

Names

\n

There does not appear to be any distinction between male and female names for abyssin. Abyssin don't use surnames.

\n

  Names. Anami, Easym, Myo, Qawohl, Seh-run, Sidie

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.

\n

Age. Abyssin reach adulthood at age 30 and can live up to 300 years thanks to their regenerative abilities.

\n

Alignment. Abyssin's violent and anarchic upbringing cause them to tend toward the dark side, though there are exceptions.

\n

Size. Abyssin stand around 6 feet tall and weigh between 200 and 400 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Rapidly Regenerative. You heal quickly, both at will and in response to danger. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points. Additionally, when you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.

\n

Rugged Survivalist. You are proficient in the Survival skill. Additionally, you are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

\n

Tech-Impaired. While abyssin can figure out basic technology, they experience difficulty using more complex equipment like wristpads. You cannot use tech powers or take levels in techcasting classes.

\n

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit

\n

Languages. You can speak, read, and write Galactic Basic and Abyssin. Abyssin uses mainly growls and grunts that many species consider primitive. The written form of language uses only a small number of simple hieroglyphs.

"},"skinColorOptions":{"value":"Green, tan"},"hairColorOptions":{"value":"Black, turning white with age"},"eyeColorOptions":{"value":"Yellow, white"},"colorScheme":{"value":""},"distinctions":{"value":"Single eye, regenerative abilities"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"2d10\""},"weightAverage":{"value":"150 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Byss"},"slanguage":{"value":"Abyssin"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Abyssin","mode":"=","targetSpecific":false,"id":1,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"+","targetSpecific":false,"id":5,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.custom","value":"Abyssin","mode":"+","targetSpecific":false,"id":7,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Language Custom"}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Abyssin.webp","effects":[{"_id":"JhHAOQyteRjEJhyC","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.details.species","value":"Abyssin","mode":5,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":20},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":20},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"abyssin","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"flags.sw5e.techImpaired","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.savageAttacks","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.rapidlyRegenerative","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Abyssin.webp","label":"Abyssin","tint":"","transfer":true}]} +{"_id":"gQ5G5yg1NHtbJbQs","name":"Wookiee","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Wookiees are a tall species of furry giants from the planet Kashyyyk, who can grow to a height of over eight feet. They are covered from head to toe in a thick, shaggy coat of hair with water-shedding properties that notably came in shades of brown, black, gray, and white. The species has two sexes, female and male. The latter grows long beards in adult life. Wookiee eye colors are usually blue, green, yellow, golden, brown, or red.

Society and Culture

Wookiees greatly value honor and loyalty. Therefore, their notion of \"family\" encompassed much more than just blood ties. A part of that most sacred tradition was the social institution of life debt: when a wookiee's life was saved by someone else, regardless of the species, they would frequently devote themselves to a lifetime of service to their savior and their family. Through the mechanism of the life debt, the People of the Trees used to develop unbreakable bonds with their boon companions and true friends, forming an \"honor family.\"

Names

Wookiee names are diverse; some names are simple and short while others are long and complicated. The majority of names often have softer big sounds and more melodic tones to them. Since offworlders have trouble using wookiees' real names, they often adopt simpler nicknames to go by.

  Male Names. Fubbodrrl, Gurrfupayyc, Kioerrr, Lavgaeffoak, Snrowbishutchuh, Zufiaarkaykkk

  Female Names. Bulabba, Bonbaegnh, Hopakleupo, Keumnebheu, Onninh, Osstatiemmyock

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Wookiees reach adulthood at about 40 and can live to be 400.

Alignment. Wookiees tend toward the light side, though there are exceptions.

Size. Wookiees tend to tower over other species, reaching heights over 8 feet and weighing 300 pounds. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Wookiees have retractable claws. You are proficient with your claws, which deal 1d4 kinetic damage on a hit.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hide. You have a thick hide. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Treeclimber. You have a climbing speed of 30 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

Languages. You can speak, read, and write Shyriiwook. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.

"},"skinColorOptions":{"value":"Gray"},"hairColorOptions":{"value":"Different shades of black, brown, and white in varying combinations"},"eyeColorOptions":{"value":"Blue, green, yellow, golden, brown, or red"},"distinctions":{"value":"Tall, hair covered, retractable climbing claws, long life spans"},"heightAverage":{"value":"6'3\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"190 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Kashyyyk"},"slanguage":{"value":"Shyriiwook"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Wookiee","mode":"=","targetSpecific":false,"id":1,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":7,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[]},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":"=","targetSpecific":false,"id":8,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"shyriiwook","mode":"+","targetSpecific":false,"id":10,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Language"}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Wookiee.webp","effects":[{"_id":"KUCISI8H3Sy2dc98","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Wookiee","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.ac.value","value":"13+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"shyriiwook","mode":0,"priority":0},{"key":"flags.sw5e.powerfulBuild","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Wookiee.webp","label":"Wookiee","tint":"","transfer":true}]} +{"_id":"h22jjiRta31Irn11","name":"Neimoidian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Neimoidians are distant genetic relatives of the duros and retain many similarities to them, including basic form, noseless faces, and green-blue skin (though neimoidians tend to be grayer). Their eyes also have pupils that split horizontally, and they are distinguished by small lumps on their foreheads and down-turned mouths. Instead of noses, they have olfactory glands underneath their eyes. These genetic differences are attributed to the distinct features of their homeworld, Neimoidia, including its gravity, which is markedly heavier than duro.

Society and Culture

Neimoidians spend their formative years as puny grubs in the communal hives of Neimoidia, until the age of seven standard years. They are knowingly neglected by being given limited amounts of food. This way, the weaker individuals are weeded out, while the most acquisitive grubs hoard more food than they can eat by themselves. Neimoidian education ensures the survival of the greediest. Neimoidians place tremendous value on wealth and material possessions, and would go to great lengths to gain money and power. This has resulted in a stereotype of neimoidians being greedy and cowardly. While not all neimoidians are easily intimidated, many prefer to avoid direct combat.

Names

Neimoidian names are usually short and easy to pronounce, to make them more memorable to other species that approach them as consumers. Their surnames are familial.

  Male Names. Lok, Gap, Krinit, Mar, Nute

  Female Names. Bu, Fia, Feza, Vissi

  Surnames. Dod, How, Kethe, Preelli, Tuuk ","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.

Age. Neimoidians reach adulthood in their 20s and live about 150 years.

Alignment. Neimoidians' greedy nature causes them to tend toward the dark side, though there are exceptions.

Size. Neimoidians typically stand around 6 feet tall and generally weigh about 135 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Smooth Talker. You have proficiency in Deception and Persuasion.

Wealthy. During character creation, you start with additional credits equal to your level x your proficiency bonus x 1,000 cr.

Languages. You can speak, read, and write Galactic Basic and Pak Pak. Pak Pak is often considered an elegant-sounding language by those who hear it. It consists of husky sighs and guttural ululations.

"},"skinColorOptions":{"value":"Green-gray"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Dark red or pink"},"distinctions":{"value":"Horizontal pupils, noseless"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Neimoidia"},"slanguage":{"value":"Pak Pak"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Neimoidian","mode":"=","targetSpecific":false,"id":1,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.dec.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Skills Deception"},{"modSpecKey":"data.skills.per.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Skills Persuasion"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"pakpak","mode":"+","targetSpecific":false,"id":10,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Neimoidian.webp","effects":[{"_id":"E7qqfFWMBQ7OcQ4y","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Neimoidian","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.dec.value","value":1,"mode":4,"priority":20},{"key":"data.skills.per.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"pakpak","mode":0,"priority":0},{"key":"flags.sw5e.grovelCowerAndBeg","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Neimoidian.webp","label":"Neimoidian","tint":"","transfer":true}]} +{"_id":"hTJhnm9SSNsqtTxO","name":"Droid, Class I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"
\n

Players as Droids

\n

Work with your GM to determine if playing as a droid is appropriate for your campaign. Droids are impervious to many effects and vulnerable to others. If your GM approves this choice of species, work with them to determine your droids designation, name, and appearance. If you want to play a different type of droid, work with your GM to find traits to realize your character.

\n
\n

Appearance

\n

Class I droids are typically vaguely human-like in both shape and size, standing at around 6 feet, although some are smaller. They are usually a polished metallic color, though this can vary based on tasks for which they are created, their affiliation, or quirks of their owner.

\n

Utility

\n

Class I droids are programmed for the mathematical, medical, or physical sciences. Subcategories of the first degree are medical droids, biological science droids, physical science droids, and mathematics droids.

\n

Medical droids, also known as meddroids, med droids, medical units or surgical droids are a type of droid designed to heal living beings, and are the most commonly found Class I droids.

\n

Names

\n

Droids are typically called by their designation, given to them when they are created, or some affectation given to them by their owner. Often this affectation is a play on their designation.

\n

Occasionally, noteworthy droids will earn monikers based on their accomplishments.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom or Charisma score increases by 1.

\n

Age. Droids don’t age, though they require maintenance to retain functionality.

\n

Alignment. Droids tend toward no particular alignment. The best and worst are found among them.

\n

Size. Class I droids stand between 5 and 6 feet tall and weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 25 feet.

\n

Type. Your creature type is droid.

\n

Armor Integration. You cannot wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.

\n

Droid Resistances. You are resistant to necrotic, poison, and psychic damage, and are immune to poison and disease.

\n

Droid Systems. You do not need to eat or drink. Additionally, you no longer require a tech focus to cast tech powers.

\n

Droid Vulnerabilities. You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.

\n

Force Insensitive. While droids can be manipulated by many force powers, they cannot sense the Force. You cannot use force powers or take levels in forcecasting classes.

\n

Knowledge Protocol. You have proficiency in two Intelligence, Wisdom, or Charisma skills of your choice.

\n

Maintenance Mode. Rather than sleep, you enter an inactive state to perform routine maintenance for 4 hours each day. You have disadvantage on Wisdom (Perception) checks while performing maintenance.

\n

Rapid Reconstruction. You are built with internal repair mechanisms. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points.

\n

Languages. You can speak, read, and write Galactic Basic and one language of your choice. You can understand spoken and written Binary, but you cannot speak it.

"},"skinColorOptions":{"value":""},"hairColorOptions":{"value":""},"eyeColorOptions":{"value":""},"distinctions":{"value":",,,,,,,,,,,,,,,,,,,,,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,,,,,,,,,,,,,,,,,,,,,,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,,,,,,,,,,,,,,,,,,,,,,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,,,,,,,,,,,,,,,,,,,,,,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,Test,,Test"},"colorScheme":{"value":"Typically metallic"},"heightAverage":{"value":"4'5\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":""},"slanguage":{"value":",,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,"},"manufacturer":{"value":"Cybot Galactica, Industrial Automaton"},"droidLanguage":{"value":"Varies based on location"},"droidDistinctions":{"value":"Human-like size, slow speed, specialized knowledge"},"source":"PHB"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Droid%20Class%20I.webp","effects":[{"_id":"dVONims27SY8Qug3","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":20},{"key":"data.attributes.speed.value","value":"25","mode":5,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"psychic","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"poisoned","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"diseased","mode":0,"priority":20},{"key":"data.traits.dv.value","value":"ion","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"binary","mode":0,"priority":20},{"key":"data.details.species","value":"Droid, Class I","mode":5,"priority":20},{"key":"flags.sw5e.forceInsensitive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maintenanceMode","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.rapidReconstruction","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Droid%20Class%20I.webp","label":"Droid, Class I","tint":"","transfer":true}]} +{"_id":"jJRFIwQIMpPX8b2D","name":"Mon Calamari","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The mon calamari are a bipedal, amphibious species with high-domed heads, webbed hands and large, goggle-like eyes. In addition to being webbed, the mon calamari hand presents three suction-cup like holes on its palm, and featured five claw-tipped fingers: one opposable thumb, two long middle fingers, and two very short outer fingers. Although they are shaped like flippers, their feet can nevertheless fit into boots designed for human-like feet. The females are distinguished from the males by their more prominent chest areas.

Society and Culture

The mon calamari have developed a very advanced and civilized culture. Their art, music, literature, and science show a creativity surpassed by few in the galaxy. Mon calamari literature depicts stars as islands in a galactic sea, showing a passionate longing to explore space and discover other civilizations. Mon Calamari are both soft-spoken and gentle, slow to anger, and have the remarkable ability to maintain their concentration without being distracted by emotional responses. They are both inquisitive and creative, and have a near-legendary quality of being both determined and dedicated; once a mon calamari decides on a course of action, they are not easily swayed from that decision. They often fixate themselves on \"lost causes.\"

Names

Mon calamari names generally have a melodic feel.

  Male Names. Creaz, Fior, Hurneerth, Nurrins, Sielpa

  Female Names. Afwa, Lel, Mhirim, Ri, Theya

  Surnames. Dualda, Gradi, Tua, Valec, Winab

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence or Wisdom score increases by 1.

\n

Age. Mon calamari reach adulthood in their late teens and live less than a century.

\n

Alignment. Mon calamaris' love of the arts cause them to tend toward the light side, though there are exceptions.

\n

Size. Mon calamari stand between 5 and 6 feet tall and rarely weigh more than 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Amphibious. You can breathe air and water.

\n

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Mon Calamari Resistance. You have advantage on saving throws against effects that grant the slowed condition and you have resistance against cold damage (explained in chapter 9).

\n

Musical. You have proficiency in one musical instrument of your choice.

\n

Swim. You have a swimming speed of 30 feet.

\n

Languages. You can speak, read, and write Galactic Basic, Mon Cal, and one language of your choice.

"},"skinColorOptions":{"value":"Reddish brown, brown, red, cyan, mottle, salmon, gold, blue, grey, or white"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow, orange, blue, or gray"},"distinctions":{"value":"Large, goggle-like eyes, high-domed heads, webbed hands"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Mon Cala"},"slanguage":{"value":"Mon Cal"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Mon Calamari","mode":"=","targetSpecific":false,"id":1,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":2,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":3,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":4,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.dr.value","value":"cold","mode":"+","targetSpecific":false,"id":5,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":6,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"moncal","mode":"+","targetSpecific":false,"id":9,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":10,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Mon%20Calamari.webp","effects":[{"_id":"N9qNmjh0vP0dzWIA","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Mon Calamari","mode":5,"priority":5},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"cold","mode":0,"priority":0},{"key":"data.traits.toolProf.value","value":"music","mode":0,"priority":0},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"moncal","mode":0,"priority":0},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"flags.sw5e.amphibious","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Mon%20Calamari.webp","label":"Mon Calamari","tint":"","transfer":true}]} +{"_id":"jMh5K7Xk1YYOn2GZ","name":"Jawa","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Jawas are easily identifiable by their traditional brown hooded robes, though it is not unheard of for them to wear other colors. Other notable features included their glowing yellow eyes, small stature and high pitched, quickly spoken language called Jawaese. Underneath their robes, jawas appear to be gaunt, rodent-like creatures, with shrunken faces and yellow eyes.

Society and Culture

Jawas are a communal, compulsive scavenger species who spend most of their life devoted to scavenging the deserts of Tatooine in search of any scrap metal, droid or mechanical part left behind from millennia of star travel and technological advancement. Most non-jawas regard the jawas as scavengers and thieves, a description that most jawas actually find pleasing.

The jawa's unofficial motto is not to look for uses in a salvaged item, but rather to imagine someone else who might find a use for it. This is evidenced in their endless search for wares with which to trade with almost any being jawas encounter. They have an instinctive feel for machinery and electronics, notorious for knowing how to get a piece of equipment functioning just well enough to sell.

Names

Jawa names are quickly spoken, complex, and often misunderstood. Jawas who spend the majority of their time around other species respond well to nicknames. Male and female names do not significantly deviate. Surnames are clan based.

  Male Names. Bilvu, Mnak, Penk, Plin, Vih

  Female Names. Bahimos, Kola, Levu, Rhovi, Uvet

  Surnames. Kkejenem, M'avoe, Tjoteelt, Wiamoel

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

\n

Age. Jawas are considered adults when they make their first sale and live less than a century.

\n

Alignment. Jawas tendency to steal and swindle causes them to tend towards the dark side, though there are exceptions.

\n

Size. Jawas stand around 3 to 4 feet tall and weigh about 40 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

\n

Tech Dabbler. You know the ion blast at-will tech power. When you reach 3rd level, you can cast the repair droid tech power once per day. When you reach 5th level, you can also cast the hold droid tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

\n

Thieves. You have proficiency in Sleight of Hand.

\n

Tinker. You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, cause a small electrical fire. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Jawaese. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. Jawaese blends quickly spoken, semi-meaningless syllables with scents to be understood.

"},"skinColorOptions":{"value":"Black"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Diminutive stature, mechanical aptitude, thieving nature"},"heightAverage":{"value":"2'9\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Tatooine"},"slanguage":{"value":"Jawaese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Jawa","mode":"=","targetSpecific":false,"id":1,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.slt.value","value":"1","mode":"=","targetSpecific":false,"id":7,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Skills Sleight of Hand"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"jawaese","mode":"+","targetSpecific":false,"id":9,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Jawa.webp","effects":[{"_id":"7xmo1x6YCPktrmG7","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Jawa","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"25","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.slt.value","value":1,"mode":4,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"jawaese","mode":0,"priority":0},{"key":"flags.sw5e.grovelCowerAndBeg","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.tinker","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"tin","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Jawa.webp","label":"Jawa","tint":"","transfer":true}]} +{"_id":"je9KqAzjS8sBqUSB","name":"Kel Dor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Due to Dorin having an atmosphere composed of helium and a gas unique to their world, the kel dors are forced to wear an antiox breath mask and protective goggles whenever in atmospheres of a different composition. Without their protective goggles, kel dors were considered effectively blind when away from Dorin. They were also able to survive in the vacuum of space for a short time, though it was unknown exactly how long they could withstand it.

The kel dors also have heightened reflexes, a result of the extrasensory organs in their heads. They are typically quick and wise.

Society and Culture

Kel dor are noted for their simple approach to justice, and they typically see moral issues in black and white. On the one hand, the kel dors are noted for their hospitality; they would never turn away a stranger in need. Yet, kel dors are not averse to taking the law into their own hands and have no compunctions about putting to death a thief who was merely stealing to feed himself.

Kel dor Force-sensitives are often trained as Baran Do Sages, who have an honored place in kel dor culture. They often serve as advisers to rich and powerful kel dor families. Wars and disasters have been averted simply by the insight of a Baran Do Sage.

Names

Kel dor names are based on sound generated by Dorin's unique atmosphere. Surnames are based on ancient family trades.

  Male Names. Bil, I'zers, Nullo, Taciss, Zaln

  Female Names. Arri'ku, Bhi're, Chu, So'ro, Thirza

  Surnames. Andugai, Borak, Haimnech, Vitchess

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.

Age. Kel dor reach adulthood in their late teens and live less than a century.

Alignment. Kel dors' structured nature causes them to tend toward lawful balanced, though there are exceptions.

Size. Kel dor typically stand around 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your natural evolution allows you to see what others do not in dim and dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Foreign Biology. You cannot breathe oxygen. The kel dors have created a breathing apparatus to negate the negative effects of living in an oxygen rich environment, but if your mask is removed while you are in such an environment, you lose consciousness.

Life in the Void. You can survive for one hour within the vacuum of space. You have resistance to Necrotic damage.

Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.

Languages. You can speak, read, and write Galactic Basic and Kel Dor.

"},"skinColorOptions":{"value":"Orange, red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, silver"},"distinctions":{"value":"Rebreathers to survive in oxygen environments"},"heightAverage":{"value":"4'6\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"80 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Dorin"},"slanguage":{"value":"Kel Dor"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kel Dor","mode":"=","targetSpecific":false,"id":1,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.dr.value","value":"necrotic","mode":"+","targetSpecific":false,"id":7,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Language Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"keldor","mode":"+","targetSpecific":false,"id":10,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Kel%20Dor.webp","effects":[{"_id":"vtxUoVv6RYKs79hH","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Kel Dor","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":0},{"key":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"keldor","mode":0,"priority":0},{"key":"flags.sw5e.foreignBiology","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kel%20Dor.webp","label":"Kel Dor","tint":"","transfer":true}]} +{"_id":"jpHZszvc0kX4toUz","name":"Pa'lowick","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The pa'lowick are a species of humanoid amphibians who live in the coastal salt marshes of Lowick. They have compact but rotund midsections that top a pair of long, spindly legs ending in anisodactylic feet—three toes pointing forward, one back. This configuration, combined with their powerful lungs, enabled them to swim. The most prominent feature of pa'lowick physiology is their prehensile snout, which ends in a pair of pouty, human-like lips. Pa'lowick are also born with sharp tusks, which some lose by middle age.

\n

Society and Culture

\n

Pa'lowick live in large, independent communities with a feudal system of government. Many pa'lowick become fishers or hunters, as their biology allows. Songs and stories are the most treasured aspect of pa'lowick culture. Pa'lowick music runs the gamut of genres and subjects, although religious music is particularly common. Cultural heritage, such as history, genealogy, and parables, is largely passed down orally. Every Pa'lowick community has a dedicated storyteller; the esteem afforded this individual makes the position a coveted one. Large lungs make the Pa'lowick hearty singers and affords at least some members of the species the ability to scream loudly and disarm opponents in combat.

\n

Names

\n

Pa'lowick names tend to grow longer as the family tree grows older, with each generation adding a few syllables they are fond of.

\n

  Male Names. Loran, Jelanto, Neeamesh, Samoos

\n

  Female Names. Larisselle, Rensilla, Sy, Tripika

\n

  Surnames. Chatrunis, Dym, Geeci, Snootles

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age. Pa'lowick reach adulthood in their late teens and live about 75 years.

Alignment. Pa'lowick enjoy a raucous good time, causing them to tend toward chaotic light side, though there are exceptions.

Size. Pa'lowick stand about 5 feet tall, and weigh approximately 100 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hold Breath. Pa'lowick have a great lung capacity and can hold their breath for up to 15 minutes at a time.

Proud Performer. Pa'lowick are best known for the energy they can bring to a singing performance. Whenever you make a Charisma (Performance) check involving singing, you are considered to have expertise in the Performance skill.

Snout. You have supreme control over your snout and can use it to manipulate objects as well as your hands. Additionally, your snout is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d4 + your Strength modifier kinetic damage.

Sonic Scream. You can use your action to violently expel air in a 15-foot cone. When you do so, each creature in the area of the exhalation must make a Wisdom saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. A creature takes 2d6 sonic damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 17th level. This ability has no effect on constructs. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain one use of this feature when you finish a long rest.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Lowickese. Lowickese requires the user to purse their lips and blow air, and is considered amusing by other species.

"},"skinColorOptions":{"value":"Generally tan and greenish hues"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Green, blue, gray, red-orange"},"distinctions":{"value":"Long snout, bulbous body on thin legs"},"heightAverage":{"value":"4'6\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"65 lbs."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Lowick"},"slanguage":{"value":"Lowickese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Pa'lowick","mode":"=","targetSpecific":false,"id":1,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"=","targetSpecific":false,"id":6,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"lowickese","mode":"+","targetSpecific":false,"id":8,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Pa%27lowick.webp","effects":[{"_id":"DOEcD2uiPDNcMRRg","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Pa'lowick","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"lowickese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Pa%27lowick.webp","label":"Pa'lowick","tint":"","transfer":true}]} +{"_id":"kCLCHYzGmdJVJpXU","name":"Bith","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Bith are craniopods with pale pink, yellow, or green skin, large heads, large lidless eyes, toeless feet, and long fingers. Their thumb and small finger were both fully opposable. The bith's internal systems are different from most humanoids, as the bith have only one lung, and exhale through their skin. Bith also lack a proper nose, instead having highly sensitive olfactory organs hidden in the skin-flaps of their cheeks. The other bith senses are also acute. Bith can sense the tonal qualities of sound as well as other species sensed colors. Their eyes, as big as a Menahuun's, can see microscopic details of nearby objects, but are extremely nearsighted as a result. An interesting side effect of their incredible sensors is the effect of sonic grenades, or screamers, on them. It is described as causing their heads to explode. Similarly, bith have high manual dexterity which helps them manipulate fine tools, though their physical prowess with gross motor skills was only average.

\n

Society and Culture

\n

Bith are one of the galaxy's most ancient civilizations, with a history going back millions of years. This antiquity garners respect in certain quarters, such as among the Gree, who gave them more respect than other, \"younger\" species. Their society is highly regimented, with everything from mate selection to political leadership controlled by sophisticated computer programs.

\n

Names

\n

Bith names are quite diverse. Some names look complicated and difficult to pronounce, while others are quite simple.

\n

Male Names. Fedu, Jenkiss, Kabadons, Ph'teumkiass

\n

Female Names. Duhia, F'hubama, R'hothal, Thidus

\n

Surnames. D'intes, Hern, K'sarorn, Nimum, Rumo

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

\n

Age. Bith reach adulthood in their late teens and live less than a century.

\n

Alignment. Biths' benevolent nature causes them to tend toward the light side, though there are exceptions.

\n

Size. Bith typically stand 5 to 6 feet tall and generally weigh about 120 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Detail Oriented. You are practiced at scouring for details. You have advantage on Intelligence (Investigation) checks within 5 feet.

\n

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

\n

Musician. You are proficient in one musical instrument of your choice.

\n

Programmer. Whenever you make an Intelligence (Technology) check related to computers, you are considered to have expertise in the Technology skill.

\n

Languages. You can speak, read, and write Galactic Basic, Bith, and one more language of your choice.

"},"skinColorOptions":{"value":"Green, pink, white, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Large cranium, acute senses of smell and hearing"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Clak'dor VII"},"slanguage":{"value":"Bith"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":1,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.details.species","value":"Bith","mode":"=","targetSpecific":false,"id":5,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.languages.value","value":"Basic","mode":"+","targetSpecific":false,"id":6,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"Bith","mode":"+","targetSpecific":false,"id":7,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":8,"itemId":"ELH8899fqDlpo706","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Bith.webp","effects":[{"_id":"064LQEqCktTG9phA","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.details.species","value":"Bith","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"bith","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.toolProf.value","value":"music","mode":0,"priority":0},{"key":"flags.sw5e.detailOriented","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.programmer","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Bith.webp","label":"Bith","tint":"","transfer":true}]} +{"_id":"kIVMbNrZBWoPYgLg","name":"Twi'lek","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Twi'leks are usually thin, although corpulent individuals were known to exist. Twi'leks are omnivores; this diet is essential given that food is scarce on their homeworld, Ryloth. Twi'leks possess multiple stomachs, an unusual trait that enables them to eat almost any food. When traveling off their homeworld, twi'leks rarely refused food, which frequently leads to obesity among starfarers. Twi'lek society also associates obesity as a sign of affluence and success.

\n

Society and Culture

\n

The natural grace and exotic beauty of the female twi'leks make them a popular target among slave traders. Slavery is the main currency of Ryloth. Some see it as a chance to make money by kidnapping or selling orphaned children, while others see slavery as a way of saving children from growing up in Ryloth's harsh environment. A number of twi'leks believe that slavery is an efficient way to proliferate their species and preserve their culture, as the twi'leks lack their own means of inter-planetary travel. Regardless of how it came about, many twi'leks live as slaves or entertainers and are considered status symbols, especially the females of rarer skin hues. Twi'leks that manage to escape from captivity usually turned to a life of thievery or prostitution, with both genders making use of their powers of seduction.

\n

Names

\n

Twi'lek names combine their first name and a clan name into a single name, rather than having a separate surname.

\n

  Male Names. Ecrizsati, Gaj'mogos, Ukelweko

\n

  Female Names. Arag'mure, Oanicfuba, Unaecripi

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Twi'leks reach adulthood in their late teens and live less than a century.

Alignment. Twi'leks harsh upbringing cause them to tend toward the dark side, though there are exceptions.

Size. Twi'leks stand between 5 and 7 feet tall and weigh up to 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Elegant Dancers. You have proficiency with the Performance skill.

Natural Antitoxins. You have advantage on saving throws against poison and disease, and you have resistance against poison damage (explained in Chapter 9).

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Twi'leki. You can communicate non-verbally with other twi'leks through a complex language of subtle head-tail motions.

"},"skinColorOptions":{"value":"Blue, brown, dark grey, green, orange, pink, purple, red, tan, teal, white, yellow, or striped"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, blue, brown, green, hazel, orange, pink, purple, or yellow"},"distinctions":{"value":"Lekku, sharp claw-like nails, males often file their teeth to points"},"heightAverage":{"value":"5'3\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"125 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Ryloth"},"slanguage":{"value":"Twi'leki"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Twi'lek","mode":"=","targetSpecific":false,"id":1,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.prf.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Skills Performance"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":8,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"twi'leki","mode":"+","targetSpecific":false,"id":10,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Twi_lek.webp","effects":[{"_id":"v6ifgRQtYJRSYhEh","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Twi'lek","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.prf.value","value":1,"mode":4,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"twi'leki","mode":0,"priority":0},{"key":"flags.sw5e.unarmedCombatant","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Twi_lek.webp","label":"Twi'lek","tint":"","transfer":true}]} +{"_id":"kRHw0j5qtghcqNsF","name":"Yevetha","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Physically, the Yevetha are tall beings with a ghoulish appearance that is bereft of any body hair, being described as being so gaunt as to seem skeletal due to their pallid gray skin and lithe builds. The species possesses six fingered hands that have retractable dewclaws. Each one is located on the inside of the wrist above their six-fingered hands. Their dewclaws shoot from a sheath of a skin beneath their cadaverous hands and are capable of being retracted. When extended fully, the wrist blades reach about a foot in length, and are used in close combat and blood sacrifices. The Yevetha also possess a greater tolerance for g-forces when compared to Human pilots.

Society and Culture

Within their society, blood is an important aspect of their culture and is a central focus of their religious belief system. This has resulted in them becoming a particularly violent species. For the Yevetha, death is not to be feared. They are described as being dutiful, attentive, cautious but also fatalistic in their view of the universe. When fighting against other foes, Yevetha are notable for being ruthless fighters who never surrender even in the face of certain defeat. Due to the brutal nature of their society, the Yevetha do not possess a single jail, penitentiary or stockade as they believe there is no need for such facilities. In fact, they do not possess a word in their language for either convict or incarcerate.

Names

Yevetha names are sharp and are kept to one syllable, not varying significantly based on gender. Surnames are familial.

  First Names. Ral, Var, Cax, Tav, Fol, Sip, Nov

  Surnames. Faalk, Naalar, Giinn, Ralle, Xoota","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1.

Age. Yevetha reach adulthood in their early teens and live less than a century.

Alignment. Yevetha's xenophobic attitude causes them to tend toward the dark side, though there are exceptions.

Size. Yevetha typically stand between 6 and 6 and a half feet tall and generally weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Arm Blades. Your retractable dewclaws are natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d6 + your Strength modifier.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Mechanical Memory. Whenever you make an Intelligence (Technology) check related to memorizing or duplicating mechanical readouts, you are considered to have expertise in the Technology skill.

Languages. You can speak, read, and write Galactic Basic and Yevethan. Yevetha are able to speak other languages, but their isolationist nature makes them tend to reject the languages of other species. Only rarely would a Yevethan speak Galactic Basic, as this would often decrease their social standing.

"},"skinColorOptions":{"value":"Green or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Retractable dewclaws, six fingers"},"heightAverage":{"value":"5'2\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"N'zoth"},"slanguage":{"value":"Yevethan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.ideal","value":"Yevetha","mode":"=","targetSpecific":false,"id":1,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[],"label":"Details Ideal"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"yevethan","mode":"+","targetSpecific":false,"id":7,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Yevetha.webp","effects":[{"_id":"WdaVVsfj3z9Snv6g","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Yevetha","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"yevethan","mode":0,"priority":0},{"key":"flags.sw5e.aggressive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.toughness","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Yevetha.webp","label":"Yevetha","tint":"","transfer":true}]} +{"_id":"lyGh48xpvK3ydQpn","name":"Bothan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Bothans are a short species of furry humanoids. Bothans are covered in fur which shifted in response to their emotional state by way of gentle ripplings. It is this trait, named Wrendui, that betrays them when members of their kind intend to be duplicitous in their dealings with others. They possess tapered pointed ears, and both males and females were known to sport beards. Bothans are able to interbreed with the other species, though it is rare that they do so. Such hybrids somewhat resembled baseline humans with haunches, hooves, fur, pointed ears and a long tail.

\n

Society and Culture

\n

Bothan culture is guided by the philosophy and principles from the ancient text known as The Way, written by Golm Fervse'dra. In this \"Bothan Way\", the pursuit of power and influence is paramount. Thus, individual bothans put their own political and economic success above all other concerns, and as a species, bothans put their own advancement ahead of other intergalactic interests. The volume of backstabbing, subtle character assassination and political maneuvering in bothan society is dizzying, and results in many species stereotyping bothans as untrustworthy. In fact, most bothans are habitually paranoid, believing that anyone who's not working with them, is working against them. In times of crisis, the focus of bothan society shifts to a survivalist state known as \"ar'krai\". When engaged in ar'krai, all fit bothans volunteer to defend their species from impending extinction.

\n

Names

\n

Male bothan names are often tricky while female names are soft. Surnames are familial.

\n

  Male Names. Garc, Hibriak, Nith, Tramom, Ventagt

\n

  Female Names. Ceerriah, Dhaim, Gnam, Meenn, Vit

\n

  Surnames. Bwif'livi, Gra'kit, Hia'faitu, Main'dil

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

Age. Bothans reach adulthood in their late teens and live less than a century.

Alignment. Bothans' duplicitous nature causes them to tend toward the dark side, though there are exceptions.

Size. Bothans stand 4-5 feet tall and weigh under 100 pounds. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is your size or larger than you.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of its turns.

Shrewd. You are proficient in the Insight and Deception skills.

Languages. You can speak, read, and write Galactic Basic and Bothese. Bothese had a great influence on the forming of Galactic Basic; the two languages share many cognates.

"},"skinColorOptions":{"value":"Brown"},"hairColorOptions":{"value":"Black, brown, or gray (with age)"},"eyeColorOptions":{"value":"Brown or green"},"distinctions":{"value":"Diminutive stature, mood-sensitive fur"},"heightAverage":{"value":"4'3\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Bothawui"},"slanguage":{"value":"Bothese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Bothan","mode":"=","targetSpecific":false,"id":1,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ins.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Skills Insight"},{"modSpecKey":"data.skills.dec.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Skills Deception"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"bothese","mode":"+","targetSpecific":false,"id":9,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Bothan.webp","effects":[{"_id":"nTIwpqn8tPkjpase","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Bothan","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.skills.ins.value","value":1,"mode":4,"priority":20},{"key":"data.skills.dec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"bothese","mode":0,"priority":0},{"key":"flags.sw5e.naturallyStealthy","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.nimbleEscape","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Bothan.webp","label":"Bothan","tint":"","transfer":true}]} +{"_id":"mvwsQmcKyovWx7PA","name":"Duros","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The duros are humanoids with smooth blue-green skin, red eyes, lipless mouths, long thin noseless faces and green blood. Olfactory organs beneath their eyes are responsible for their sense of smell. Both females and males are bald, though both genders are easily distinguished. Their large red goggle-like eyes have slit pupils. Duros females lay eggs as they are descended from ancient reptiles, and they are born in a larval grub stage. Unlike similar species, the duros take care of their offspring from birth.

Society and Culture

Their home planet Duro is primarily uninhabited due to massive pollution on the world over time. Instead, it is covered with automated farms for food production. The duros live in twenty orbital space cities above the planet.

The duros also established a vast, grand starship construction industry in the Duro system. The duros set up their government around a consortium of starship construction corporations, with all important political decisions made by the stockholders of the corporations. This meant that any duros that held stock in a company could participate in the administration of the system.

With their strong memories, some duros also choose to become extraordinary storytellers, renowned galaxy-wide for their ability to learn a wide range of narratives by heart, and perform them all with stunning accuracy.

Names

Duros names are generally melodic, with female names having softer intonations. Surnames are familial.

  Male Names. Cir, Fod, Mom, Rur, Zim

  Female Names. Chochi, Fumsu, Kaleshef, Raada

  Surnames. Dektuks, Jimoks, Silt, Tuzig, Zhoks

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Duros reach adulthood in their 20s and live an average of 150 years.

Alignment. Duros tend toward no particular alignment. The best and worst are found among them.

Size. Duros stand around 6 feet tall and weigh around 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Galactic Traveler. You have proficiency in Lore.

Pilot. You have proficiency in Piloting.

Tech Resistance. Growing up around technology leaves an impact on duros. You have advantage on Dexterity and Intelligence saving throws against tech powers.

Languages. You can speak, read, and write Galactic Basic and Durese. Durese is a common interstellar tongue used by prominent spacers and traders.

"},"skinColorOptions":{"value":"Blue, green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Noseless, large red eyes, affinity for space travel"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Duro"},"slanguage":{"value":"Durese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Duros","mode":"=","targetSpecific":false,"id":1,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"=","targetSpecific":false,"id":5,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"=","targetSpecific":false,"id":6,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"=","targetSpecific":false,"id":7,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Skills Piloting"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"durese","mode":"+","targetSpecific":false,"id":9,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":10,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Duros.webp","effects":[{"_id":"sz5oR4T4w3PXpQR9","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Duros","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":5},{"key":"data.skills.pil.value","value":1,"mode":4,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"durese","mode":0,"priority":0},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"flags.sw5e.techResistance","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Duros.webp","label":"Duros","tint":"","transfer":true}]} +{"_id":"n2XpEBLlt24OcL4s","name":"Tusken","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

While Tuskens, also known as Tusken Raiders or Sand People, are easily recognizable by their full-body clothing, goggles, and mouth filters, little of their true physical appearance can be discerned. From birth, Tuskens are covered in wraps, and, barring very rare occasions, will not bare any part of their skin in sight of another person. This, combined with their hostility to outsiders and Tatooine's remote and arid nature, makes even study of Tusken corpses difficult.

Society and Culture

Tuskens are a primative, tribal race, mostly living in small clans scattered throughout Tatooine's deserts. Due to the harsh and unforgiving desert environment, Tusken clans are often xenophobic and territorial, but it is not unknown for them to adopt members of other species into the clan. They believe that all water is sacred and promised to them alone, and are infamous among the other residents of Tatooine for raiding and pillaging settlements and farms.\n\nTusken clans are usually very stratified, with males as hunters and warriors, while females and children maintain the camp. Tusken warriors hold their bond with their gaderffii weapons and Bantha mounts as sacred, and will choose death before relinquishing either.

Names

Tusken naming traditions vary between clans, but most are made up of harsh, guttural sounds. Tuskens do not use surnames.

  Male Names. Ur Ur, A'Koba, Qeruru'rr, Gr'Karr

  Female Names. K'Yark, Reirin, K'Orou, Ursarr'u","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength or Charisma score increases by 1.

\n

Age. Tuskens are considered adults when they turn 15. Because of the harsh and unforgiving climate of their home world, they rarely live longer than half a century.

\n

Alignment. Tusken culture's violent focus and disregard of those outside the tribe causes them to tend towards chaotic dark side, though there are exceptions.

\n

Size. Tusken stand between 5 and 6 feet tall and weigh around 155 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

\n

Animal Handler. You are proficient in Animal Handling.

\n

Intimidating Roar. Once per day, you can cast the fear Force power. Charisma is your forcecasting ability for this power.

\n

Survivors of the Sands. You are proficient in Survival. Additionally, you don't treat desert terrain as difficult terrain. Lastly, you are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

\n

Tusken Weaponry. You have proficiency with the slugthrower and vibromace.

\n

Languages. You can speak, read, and write Galactic Basic and Tusken. Tusken is a guttural language characterized by its barks, growls, and roars. While Tuskens typically understand Galactic Basic, it is rare to hear them speak anything but Tusken.

"},"skinColorOptions":{"value":"Brown, gray, or tan"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Pale gray or black"},"distinctions":{"value":"Full-body wrappings, goggles, mouth filter"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Tatooine"},"slanguage":{"value":"Tusken"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Tusken","mode":"=","targetSpecific":false,"id":1,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ani.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Skills Animal Handling"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.weaponProf.custom","value":"slugthrower","mode":"+","targetSpecific":false,"id":8,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibromace","mode":"+","targetSpecific":false,"id":9,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"tusken","mode":"+","targetSpecific":false,"id":11,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Tusken.webp","effects":[{"_id":"bwSDTAnMbEikuqSv","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Tusken","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.skills.ani.value","value":1,"mode":4,"priority":20},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.weaponProf.custom","value":"slugthrower","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibromace","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"tusken","mode":0,"priority":0},{"key":"flags.sw5e.aggressive","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Tusken.webp","label":"Tusken","tint":"","transfer":true}]} +{"_id":"nE757Ni2nOiRShTz","name":"Givin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Givin are a species of white-skinned, hairless humanoids who are quite frequently likened to animated skeletons. Their facial features include many sharp downward angles, large triangular eye sockets, and sloped-up brows that meet together in the middle, lending them an appearance of permanent anguish. Because of the harsh environment of their homeworld, the Givins' organs are sealed against atmospheric exposure; thanks to this complex system, they can survive for about a day in a vacuum.

Society and Culture

In order to survive their homeworld's lunar tides, the Givin became extremely adept at calculating the trajectory of their celestial bodies. Over the ages, Givin have become so skilled at celestial navigation that they are able to calculate hyperspace jumps in their heads. As such, mathematics have become a cornerstone of Givin society. Two Givin will often greet each other by exchanging complex equations for the other to solve.\r\n\r\nDue to their profound mathematical ability, Givin are skilled starship builders and astrogators. They create some of the most impressive, complex, and sleek ships in the galaxy. However, they frequently build their ships without the presence of a navcomputer or pressurization system, and so their buyers have to add these system in the starship aftermarket.

Names

Givin names are often derived by parents from favored mathematical equations. Male and female names do not significantly differ. Surnames are familial.

  First Names. Daggibus, Lersia, Na-Soth, Nisil, Sladru

  Surnames. Alarin, Nalas, Narth, Larr, Scoritoles","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.

Age. Givin reach adulthood in their early teens and live about 80 years.

Alignment. Givins believe power and respect are earned rather than expected, causing them to tend towards balanced alignments, though there are exceptions.

Size. Givin typically stand around 6 feet tall and weigh 150 lb. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hardened Exterior. You have a tough, bony exterior. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.

Mathematical Savants. Whenever you make an Intelligence (Technology) check involving mathematics, you are considered to have expertise in the Technology skill.

Stargazer. You have proficiency in Piloting and Technology.

Vacuum Sealed. You can survive for one day within the vacuum of space. You still require oxygen to breathe. You have resistance to cold damage.

Languages. You can speak, read, and write Galactic Basic and Givin. Givin is characterized by its use of mathematical jargon and symbols, making it nigh incomprehensible to the less mathematically inclined.

"},"skinColorOptions":{"value":"White"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Skeletal appearance, able to survive in a vacuum for short periods"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x2d4 lb."},"homeworld":{"value":"Yag'Dhul"},"slanguage":{"value":"Givin"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Givin","mode":"=","targetSpecific":false,"id":1,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":6,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Skills Piloting"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Skills Technology"},{"modSpecKey":"data.traits.dr.value","value":"cold","mode":"+","targetSpecific":false,"id":9,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"givin","mode":"+","targetSpecific":false,"id":11,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Givin.webp","effects":[{"_id":"Pn6vsO24HRDLSnOH","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Givin","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.attributes.ac.value","value":"13+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.skills.pil.value","value":1,"mode":4,"priority":20},{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.dr.value","value":"cold","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"givin","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Givin.webp","label":"Givin","tint":"","transfer":true}]} +{"_id":"nUblPlFglCORgze6","name":"Lurmen","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Lurmen's bodies are covered entirely in fur, which range in color from a dark brown to a white-gray, though they do wear garments. They can walk either upright on their two legs, and can also use their arms and legs for faster movement Many lurmen have the ability to roll themselves into a wheeled shape; this allows them to cover distances at great speed. They may have learned this ability from the native amani on Maridun.

\n

Society and Culture

\n

The lurmen use fallen seedpods from the giant trees as shelter and home. Living near the trees proves too dangerous, as the falling pods can be deadly. Instead, the lurmen drag the pods into a clearing and use them as huts. They also extract essential oils from the pods for nutrition and healing medicines. Most lurmen are pacifistic by nature and refuse to fight or run even in the face of death. They often will hide instead of using violence. As pacifists, they carry no weapons but carry farming tools or ropes. The greatest native threat to the lurmen are the amani and the mastiff phalones, raptor-headed quadrupeds that hunted in groups. However, even in defeating these beasts the lurmen attempt to remain true to their pacifist ideals, and not inflict any injury to the creatures. Instead, when cornered by a mastiff phalone, an agile lurmen will try to unbalance the creature by tying a rope around its stout legs.

\n

Names

\n

Lurmen names are sharp and made up of a single syllable. Instead of surnames, lurmen are granted additional names based on their importance to the village. Common lurmen possess one name, with leaders having as many as four.

\n

  Male Names. Fee, Gatt, Nub, Shoo, Yup

\n

  Female Names. Kal, Laa, Shal, Vook, Yiit

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

\n

Age. Lurmen reach adulthood in their late teens and live less than 80 years.

\n

Alignment. The pacifistic nature of the lurmen causes them to be neutral light side, though there are exceptions.

\n

Size. Lurmen typically stand around 3 feet tall and generally weigh about 45 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Natural Healer. You have proficiency in the Medicine and Nature skills, and the bioanalysis kit.

\n

Prehensile Tail and Feet. You have supreme control over your tail and feet and can use them to manipulate objects as well as your hands.

\n

Rolling Agility. As a lurmen, you can run on all fours, or curl into a ball, to move quickly along the ground. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

\n

Treeclimber. You have a climbing speed of 25 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Galactic Basic and Lurmese. Lurmese is a name collectively given to the various tribal languages spoken by the lurmen people. While each language is distinct, shared phrases allow translation between dialects.

"},"skinColorOptions":{"value":"Black or gray"},"hairColorOptions":{"value":"Brown to gray"},"eyeColorOptions":{"value":"Yellow or orange"},"distinctions":{"value":"Prehensile tail and feet, furred body"},"heightAverage":{"value":"2'11\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Mygeeto, Maridun"},"slanguage":{"value":"Lurmese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Lurmen.webp","effects":[{"_id":"gzV1BSf7YoTCOLpN","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":0,"priority":20},{"key":"data.attributes.speed.value","value":"25","mode":5,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.med.value","value":1,"mode":4,"priority":20},{"key":"data.skills.nat.value","value":1,"mode":4,"priority":20},{"key":"data.traits.toolProf.value","value":"bioa","mode":0,"priority":20},{"key":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"lurmese","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"data.details.species","value":"Lurmen","mode":5,"priority":20},{"key":"flags.sw5e.nimbleAgility","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Lurmen.webp","label":"Lurmen","tint":"","transfer":true}]} +{"_id":"nVOqOtFPeaUDlp5I","name":"Kushiban","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Kushibans are four-limbed lagomorphs native to the planet Kushibah. They are diminutive, unimposing, and typically weaker than most humanoids, but they are also quite difficult to track due to their natural speed and stealth.\r\n\r\nWhile Kushibans are quadrupeds, their forepaws are as manipulative as traditional hands. While Kushibans can walk on two legs, they typically run around on four feet since they can move significantly faster that way. \r\n\r\nKushibans are inherently cute and fuzzy, and more nefarious species often attempt to take them as slaves. Kushibans are social and do not take well to slavery, and they typically don't live long in solitude or captivity.

Society and Culture

Kushibans live in a simple, peacful society on the non-industrialized, lush green planet of Kushibah in the Outer Rim. Kushibans are typically kind a generous, with a playful sense of humor and a penchant for practical jokes. However, if betrayed or angered, Kushibans can be cruel or vindictive, and they have little patience for bullies, simpletons, and misanthropes.

Names

Kushiban names are a single word combining both their first and familial names.

  Male Names. Cerlyk, Etyk, Mabbik, Tieko, Widdimur

  Female Names. Asani, Pritsi, Sibble, Mirax","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Kushibans reach adulthood at 13 and live less than a century.

Alignment. Kushibans' playful nature causes them to tend toward chaotic light side, though there are exceptions.

Size. Kushibans typically stand 3 and a half to 4 feet tall and weigh around 40 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Nimble Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Stealthy. You are proficient in the Stealth skill.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Kushiban. Kushiban has a bubbly, joyful tone to it.

"},"skinColorOptions":{"value":"White to light gray"},"hairColorOptions":{"value":"Typically white but varies based on mood"},"eyeColorOptions":{"value":"Typically blue, brown, or green"},"distinctions":{"value":"Lagomorph, nimble, resilient"},"heightAverage":{"value":"2'11\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Kushibah"},"slanguage":{"value":"Kushiban"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kushiban","mode":"=","targetSpecific":false,"id":1,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":6,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"kushiban","mode":"+","targetSpecific":false,"id":9,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Kushiban.webp","effects":[{"_id":"rcIMsotffEEZpwXR","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Kushiban","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"25","mode":5,"priority":5},{"key":"data.attributes.ac.value","value":"12+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"kushiban","mode":0,"priority":0},{"key":"flags.sw5e.grovelCowerAndBeg","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maskOfTheWild","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.nimbleAgility","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kushiban.webp","label":"Kushiban","tint":"","transfer":true}]} +{"_id":"nik0YqAo2FAHFejK","name":"Shistavanen","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Shistavanen have pronounced muzzles, sharp claws, long pointed teeth, and pointed ears set on top of their heads. Shistavanen also possess large glowing eyes, and can also run at high speeds for long periods without getting tired, alternately using two or four limbs. As predators, they possess keen hearing and smell and excellent night vision.

Society and Culture

As a species, the Shistavanen are isolationists. The species colonized all the unpopulated worlds in the Uvena system to prevent them from being settled by non-Shistavanen, and their restrictive trade laws (which are unapologetic in how they favor their own kind over off-world traders). Most of their society uses technology similar to the rest of the galaxy, though some parts of Uvena Prime use slightly less sophisticated technology.\r\n\r\nA minority of Shistavanen are more outgoing, and travel the galaxy's hyperlanes. Even these Shistavanen usually remain by themselves or with other Shistavanen. Due to their natural predatory instincts, Shistavanen commonly find employment as scouts, mercenaries and bounty hunters. Many other species react badly to Shistavanen, since their isolationist culture makes them an unfamiliar sight, and their predatory appearance put other species on edge.

Names

Shistavanen first names typically sound graceful, while their surnames are more gutteral. Surnames are familial.

  Male Names. Bustuc, Hulvav, Kembol, Nemdav, Sirul

  Female Names. Gaeft, Laer, Recloz, Shaalir, Thovnim

  Surnames. Ghirat, Lakrevl, Meq, Nukroft, Rosk","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Shistavanen reach adulthood in their late teens and live less than a century.

Alignment. Shistavanen are private and tend toward no particular alignment. The best and worst are found among them.

Size. Shistavanen typically stand around 6 feet tall and weigh between 140 and 190 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fang and Claw. You are proficient with your fangs and claws, which deal 1d4 kinetic damage on a hit.

Forced March. Shistavanen are able to maintain a fast pace longer than other species. Shistavanen have advantage on Constitution saving throws made to avoid Exhaustion due to prolongued travel, as described in Chapter 8.

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

Regenerative. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.

Languages. You can speak, read, and write Galactic Basic and Shistavanen. The Shistavanen language is characterized by its barks and growls.

"},"skinColorOptions":{"value":"Black or light to dark brown"},"hairColorOptions":{"value":"Black, light to dark brown, grey (usually with age)"},"eyeColorOptions":{"value":"Black or gray"},"distinctions":{"value":"Lupine appearance, enhanced senses, increased speed, increased strength, healing ability"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Uvena Prime"},"slanguage":{"value":"Shistavanen"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Shistavanen","mode":"=","targetSpecific":false,"id":1,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"shistavanen","mode":"+","targetSpecific":false,"id":8,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Shistavanen.webp","effects":[{"_id":"uIcJ7M92lT53GK8n","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Shistavanen","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"shistavanen","mode":0,"priority":0},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.regenerative","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Shistavanen.webp","label":"Shistavanen","tint":"","transfer":true}]} +{"_id":"oFjZ191TdZdH4iIH","name":"Zabrak","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Zabrak are near-human, but have a number of significant physical characteristics that set them apart from baseline Humanity. The most striking of these are a series of vestigial horns that crown the heads of both males and females. These horns grow at puberty in varying patterns and signified that their rite of passage is drawing near.

In addition to their horns, another of the traits that make zabrak instantly recognizable are their facial tattoos, which are made up of thin lines received during their rite of passage. These could symbolize many things, including but not limited to family lineage, place of birth, or even a design that reflected their individual personalities.

Lastly, zabraks possess a second heart.

Society and Culture

Zabrak are often seen by most other species as being single-minded, an observation that is not terribly incorrect. This single-minded determination comes from the fact that they are a species with a strong sense of self-assuredness, confident that they are able to accomplish any task that they set out to do. However, this does not lead a zabrak to develop a sense of prideful superiority towards others. Though it is not uncommon to see competition between colonies, this is not seen as a negative. The zabraks believe that the various experiences of the different colonies only serve to add to the species' overall value throughout the galaxy.

Names

Zabrak names are usually derived from the animals living on their planet. Zabraks don't use surnames.

  Male Names. Kadro, Muraa, Neqama, Ruvroo, Xadra

  Female Names. Blostopa, Mega, Novrar, Rebroke

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength or Dexterity score increases by 1.

Age. Zabraks reach adulthood in their late teens and live less than a century.

Alignment. Zabraks tend toward no particular alignment. The best and worst are found among them.

Size. Zabraks stand anywhere from 5 to 7 feet tall and weigh up to 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Coercive. You have proficiency with Persuasion or Intimidation (your choice).

Crafters. You have proficiency with with one artisan's tool of your choice.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Second Heart. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Zabraki.

"},"skinColorOptions":{"value":"Pale to dark brown, red, orange and yellow"},"hairColorOptions":{"value":"Black, blonde, brown, red, or purple"},"eyeColorOptions":{"value":"Yellow, green, orange, brown, blue, red, or purple"},"distinctions":{"value":"Horns, two hearts, facial tattoos"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Iridonia or Dathomir"},"slanguage":{"value":"Zabraki"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Zabrak","mode":"+","targetSpecific":false,"id":1,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"zabraki","mode":"+","targetSpecific":false,"id":7,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Zabrak.webp","effects":[{"_id":"o7n6csSMm1fhRWhM","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Zabrak","mode":5,"priority":20},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"zabraki","mode":0,"priority":0},{"key":"flags.sw5e.multipleHearts","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.unarmedCombatant","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Zabrak.webp","label":"Zabrak","tint":"","transfer":true}]} +{"_id":"oldLxqGkVAfZW6DQ","name":"Chironian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The chironian lower body has four legs, similar to that of a horse, and each ends in a dainty, cloven hoof. A chironian can sit down by folding his or her horse-like legs underneath the body. Chironians can also kick backward with both hind legs; this strong kick is sufficient to knock over other beings. A chironian's pace can vary between a walk, a canter, and a gallop.

\n

Each year, chironian heads grows two horns above the temples. These horns start as small knobs covered by red-furred velvet: a vascular tissue. Once the knobs have grown sufficiently, they break through the velvet naturally, emerging as transparent horns, as bright as diamond, cool to the touch and with smooth ridges. However, if the velvet is cut artificially, chironians can die from the injury. Over time, the horns grow long and sharp enough that adolescent chironians can use them to gore opponents.

\n

Society and Culture

\n

Chironians express emotions through the mannerisms of their hooves: when impatient, they stamp them; when excited, they tap them in a quick dance, or canter in a spot. The centauriforms frequently shake their heads and manes, and when angry, their faces flush a deeper shade. Young chironians, when frightened, are known to rub or press their velvet-covered horns against the foreheads of other beings to whom they are emotionally close.

\n

Names

\n

Chironian names are soft and melodic, despite the thick nature of their native language. Important family names are passed down through generations. They don't use surnames.

\n

  Male Names. Jefin, Slaturn, Cinall, Leathes

\n

  Female Names. Olachi, Luna, Sinall, Trespen

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

\n

Age. Chironians reach adulthood in their late teens and live less than a century.

\n

Alignment. Chironians tend toward no particular alignment. The best and worst are found among them.

\n

Size. Chironians typically stand 6 to 8 feet tall and generally weigh about 600 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 40 feet.

\n

Cultured. You have proficiency in the Lore skill.

\n

Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. Additionally, any climb that requires hands and feet is especially difficult for you because of your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. Finally, a Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount.

\n

Hooves and Horns. Your hooves (and depending on your age, horns) are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.

\n

Powerful Charge. If you move at least 10 feet in a straight line before hitting with a melee weapon attack, you can attempt to shove the target prone as part of the same attack. Once you use this trait, you can't use it again until you finish a short or long rest.

\n

Languages. You can speak, read, and write Galactic Basic and Chironan. Chironan is characterized by its soft, melodic sounds.

"},"skinColorOptions":{"value":"Brown, gold, or red"},"hairColorOptions":{"value":"Black, brown, gold, or red"},"eyeColorOptions":{"value":"Red to gold"},"distinctions":{"value":"Two transparent horns, centauriform"},"heightAverage":{"value":"6'0\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"450 lb."},"weightRollMod":{"value":"x(2d8) lb."},"homeworld":{"value":"Chiron"},"slanguage":{"value":"Chironan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Chironian","mode":"=","targetSpecific":false,"id":1,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"40","mode":"=","targetSpecific":false,"id":5,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"chironan","mode":"+","targetSpecific":false,"id":8,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Chironian.webp","effects":[{"_id":"uSpdcXpfTiwyupUD","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Chironian","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":40,"mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"chironan","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Chironian.webp","label":"Chironian","tint":"","transfer":true}]} +{"_id":"oxccHExqVKtmZ3DO","name":"Draethos","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Draethos possess large teeth, which grow outside of their mouths. Coupled with their lack of lips, this leads to the appearance of an overbite. Their scaly skin ranged in color from blue to purple to black. Their hands retain an interstitial web between the fingers. Their fingers end in narrow tips which resemble claws. They possess low-light vision, springing from their cave-dwelling ancestors.\r\n\r\nDraethos possess a limited telepathy, granting the ability to communicate with any sentient being. The ability is limited to communication; a Draethos can not invade the thoughts of others.

Society and Culture

Partly due to their long lives, Draethos society was slow to evolve and relies heavily on tradition. The Draethos' culture is warrior-based, and those living on the homeworld are expected to demonstrate their martial or hunting prowess. Life on Draethos is harsh, with arrogant aristocrats squabbling among one another for social standing and wealth. Warriors are perpetually in high demand as gladiators, mercenaries, hunters, and soldiers. Those who make a conscious decision to abandon the way of the warrior are exiled to seek a new life among aliens. Consequently, despite their reputation as fierce combatants, most Draethos encountered offworld are peaceful and intellectual.

Names

Due to their lack of lips, Draethos names typically lack hard consonants. Surnames are familial.

  Male Names. Odan, Gyeto, Hurl, Jan, Talon

  Female Names. Gillen, Teria, Kat'h, Yul, Aswe

  Surnames. Urr, Slyter, Qelu'tlapa, Ayahu, Jek","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1.

Age. Draethos reach adulthood around their late teens and live up to 800 years.

Alignment. Draethos tend toward no particular alignment. The best and worst are found among them.

Size. Draethos typically stand between 6 and 7 feet tall and weigh around 190 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Way of the Warrior. You have proficiency with light and medium armor as well as vibroblades and vibroswords.

Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.

Languages. You can speak, read, and write Galactic Basic and Draethos. Draethos is characterized by its flurry of cacophonous sighs and clicks.

"},"skinColorOptions":{"value":"Grey, pink, blue, purple, black"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, brown, red"},"distinctions":{"value":"Four fingers, large teeth, telepathy, long life spans"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Draethos"},"slanguage":{"value":"Draethos"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Draethos","mode":"+","targetSpecific":false,"id":1,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":7,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":8,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibroblades","mode":"+","targetSpecific":false,"id":9,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibroswords","mode":"+","targetSpecific":false,"id":10,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":"+","targetSpecific":false,"id":11,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":12,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"draethos","mode":"+","targetSpecific":false,"id":13,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Draethos.webp","effects":[{"_id":"DaTT7sarcU9c5FXa","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Draethos","mode":2,"priority":20},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":0,"priority":0},{"key":"data.traits.armorProf.value","value":"med","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibroblades","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibroswords","mode":0,"priority":0},{"key":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"draethos","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Draethos.webp","label":"Draethos","tint":"","transfer":true}]} +{"_id":"pQ8RTQJbAGhBlX3y","name":"Talz","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Talz are large, bulky, bipedal creatures, that are covered head to toe in thick white fur, which provides exceptional insulation against their frozen world. Talz have four eyes, which are also adaptations to their native environment. The larger set of eyes are shut during the day, when sunlight reflects off the snow with dazzling brightness—able to blind sensitive optical organs—leaving the smaller set to navigate with. Alternatively, during the deep darkness of their homeworld's moonless night, the larger pair are utilized to provide the Talz with adequate vision. Talz use a small proboscis to eat and communicate, creating high-pitched chirps and buzzes.

\n

Society and Culture

\n

Talz are a hunter-gatherer, clan-based society. They work in unison, and treat the entire clan as one single familial entity. Resources on Ordo Plutonia are often scarce, which leads to warring among Talz tribes. However, the clans are adept at forming a unified front when they face a common enemy. Talz are large, brutal creatures and are often used as guards and enforcers. Sometimes they are taken as slaves, though it's rare; they are rebellious against authority and don't take well to slavery. There are rumors that Talz are captured for scientific experimentation.

\n

Names

\n

Talz names are fairly gutteral and are characterized by their harsh nature. Female names are typically longer than male names. Surnames are clan-based, though it's rare that a Talz shares them with non-Talz.

\n

  Male Names. Drak, Fedirk, Imom, Ke, Twift

\n

  Female Names. Ilnuno, Ontuga, Utrukk, Zimtucc

\n

  Surnames. Dic, Noetoc, Suptat, Wume, Zapak

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Age. Talz reach adulthood at 10 and rarely live longer than 50 years.

Alignment. Talz' peaceful and slow-to-anger nature cause them to tend toward the light side, though there are exceptions.

Size. Talz stand between 6 and 8 feet tall and weigh around 250 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Languages. You can speak, read, and write Talzzi. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. Talzzi is characterized by its high-pitched chirps and buzzes.

"},"skinColorOptions":{"value":"Black or grey"},"hairColorOptions":{"value":"Grey, pink, or white"},"eyeColorOptions":{"value":"Black, dark blue, or dark red"},"distinctions":{"value":"Covered in fur, four eyes, unable to speak Galactic Basic"},"heightAverage":{"value":"6'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"180 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Orto Plutonia"},"slanguage":{"value":"Talzzi"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Talz","mode":"=","targetSpecific":false,"id":1,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":7,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"talzzi","mode":"+","targetSpecific":false,"id":9,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Talz.webp","effects":[{"_id":"tJH1nruC0gpiDYG8","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Talz","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.ac.value","value":"12+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"talzzi","mode":0,"priority":0},{"key":"flags.sw5e.longlimbed","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Talz.webp","label":"Talz","tint":"","transfer":true}]} +{"_id":"q4VjPPogVGgGH2OW","name":"Mustafarian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Mustafarians are an insectoid species of sentients native to the volcanic planet of Mustafar. They are divided into two subspecies: the lanky northern mustafarians, and the stocky southern mustafarians. The southern mustafarians were notable for their greater strength, making them more suited to manual labor. Both subspecies shared many traits, particularly their hardened exoskeletons and leathery skin, which acclimated them to the extreme heat of their volcanic environment.

Society and Culture

Mustafarians evolved from arthropods living in the slightly cooler hollows within dormant volcanoes on the surface of Mustafar. As a result of such close living, mustafarian culture is isolationist by nature, though they tolerate trade with other systems. Mustafar hosts scarce minerals and rare metals, making mustafarians an invaluable trade partner.\n\nNative mustafarians rarely take sides when galactic conflicts rage, instead preferring to keep to themselves and control their own planet. They are daunting enemies when provoked, however.

Names

Mustafarian names are often inspired by displays of competency or bravery, such as recovering large quantities of rare minerals, or successfully taming a lava flea. Their surnames are familial.

  Male Names. Aumstrogh, Chivos, Ikt, Ulon

  Female Names. Altoa, Hailith, Saonji, Yura

  Surnames. Fal'co, Glost, Mensix, Nek'dem","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength or Dexterity score increases by 1.

\n

Age. Mustafarians reach adulthood in their late teens and live about 80 years.

\n

Alignment. Mustafarians are usually judicious and value good work above all else, causing them to be lawful balanced, though there are exceptions.

\n

Size. Mustafarians stand between 5 and 7 feet tall and weigh around 165 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet. Your speed is not reduced by heavy armor.

\n

Darkvision. As an originally cave-dwelling species, your eyes are adapted to the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.

\n

Lava Dweller. Your body is well accustomed to extreme heat, giving you resistance to fire damage. Additionally, your thick hide is naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

\n

Refinery Specialist. You have proficiency in your choice of constructor's tools, scavenging kit, or surveyor's tools. Additionally, whenever you make an Intelligence (Nature) check to identify a metal or mineral, you are considered to have expertise in the Nature skill.

\n

Languages. You can speak, read, and write Galactic Basic and Mustafarian. Mustafarian consists of choppy clicks and emphatic groans.

"},"skinColorOptions":{"value":"Gray"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Extremophiles"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Mustafar"},"slanguage":{"value":"Mustafarian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Mustafarian","mode":"=","targetSpecific":false,"id":1,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":6,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.dr.value","value":"fire","mode":"+","targetSpecific":false,"id":7,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"mustafarian","mode":"+","targetSpecific":false,"id":9,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Mustafarian.webp","effects":[{"_id":"4l39OCAp9Bu8kztj","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Mustafarian","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.ac.value","value":"12+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.traits.dr.value","value":"fire","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"mustafarian","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Mustafarian.webp","label":"Mustafarian","tint":"","transfer":true}]} +{"_id":"qKxsBy26EzxarfWW","name":"Kyuzo","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A lanky, bipedal humanoid species, the Kyuzo originate on the gravity-heavy Outer Rim world of Phatrong. Kyuzo are tall and slender, though their appearance belies their strength and quickness. Due to the uncommon makeup of their homeworld's atmosphere, Kyuzo frequently wear corrective lenses and a highly pressurized filter mask over their faces to protect their sensitive respiratory systems and assist them in coping with uncomfortable climates like galactic standard habitable environments. As well as causing respiratory and vision problems, exposure to such conditions causes a Kyuzo to become ill within in a short period of time, interfering with their ability to concentrate and slowing them down.

Society and Culture

A species known for its strong sense of justice and honor, most Kyuzo regard oaths and contracts as unbreakable and many species seek them as mercenaries, law-enforcement personnel and bounty hunters. A highly political species, the Kyuzo developed societies that span considerable geographical areas, and most identify as members of a particular country or region. Most major islands and continents on Phatrong are their own political units, though they do form a loose confederacy.

Names

Male names typically end in vowels, while female names end in consonants. Surnames are based on region.

  Male Names. Drego, Embo, Khalu, Mhali, Zuvio

  Female Names. Catras, Garing, Streehn, Turung

  Surnames. Brihney, Ghall, Khambey, Maway, Vori","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1.

Age. Kyuzo reach adulthood in their late teens and live less than a century.

Alignment. Kyuzos' belief in justice and honor cause them to tend toward lawful balanced, though there are exceptions.

Size. Kyuzo typically stand between 6 and 7 feet tall and weigh around 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your natural evolution allows you to see what others do not in dim and dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Foreign Biology. Kyuzo struggle in atmospheres other than those of Phatrong. You wear a filter mask, and if your mask is removed while you are in such an environment, you lose consciousness.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Languages. You can speak, read, and write Galactic Basic and Kyuzo. Kyuzo is characterized by short words and quick phrases. Kyuzo struggle with Galactic Basic as it is grammatically dissimilar to Kyuzo.

"},"skinColorOptions":{"value":"Green, ranging from lighter olive shades to deep blue-green colors"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Compound or slit-pupiled eyes, dense musculature, suffer from respiratory and vision problems in standard gravity environments"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Phatrong"},"slanguage":{"value":"Kyuzo"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kyuzo","mode":"=","targetSpecific":false,"id":1,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"kyuzo","mode":"+","targetSpecific":false,"id":8,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Kyuzo.webp","effects":[{"_id":"l6mvsrEqudRi4cVt","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Kyuzo","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"kyuzo","mode":0,"priority":0},{"key":"flags.sw5e.longlimbed","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.strongLegged","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.foreignBiology","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kyuzo.webp","label":"Kyuzo","tint":"","transfer":true}]} +{"_id":"qpuiKKzr9QhyqKnR","name":"Gotal","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Gotals possess cranial horns as receptors to sense electromagnetism and other energy emissions. These nerve-ending filled cones can sense the natural electromagnetic fields produced by Antar 4's magnetite-rich crust, allowing the species to operate even in total darkness. Their senses also pick up the electromagnetic auras from other life forms. When close to their hunting targets, they can ascertain information on its mood, awareness, and state of mind. Electronic devices can also be sensed by Gotals; in fact, most droids give off enough electromagnetic emissions to at least annoy a Gotal, and at worst to seriously disorient the horned beings, making them notoriously distrustful of droids. Gotals rely heavily on their cones, with their eyesight and hearing being quite weak, and their sense of smell almost completely absent.

Society and Culture

Since their natural empathy makes them instantly sensitive to the feelings of others, Gotals have little use for government or laws on their homeworld, resulting in problems when dealing with other societies. No central authority figure can speak for Antar 4 as a whole in a crisis, and no organized Gotal military or police force can act on their behalf. Other species respect the Gotals for their discretion and restraint, but some individuals fear interacting with the horned beings for fear of having their emotional state revealed to others.

Names

Gotal names are quite guttural, though there are also many harsher tones within their names. Gotal names do not vary significantly based on gender, and surnames are familial.

  First Names. Thon, Fern, Fuu'rash, Jir, Vluphol

  Surnames. Gratlul, Klux, Vathon, Zilat, Krigh, Rahxem","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and one other ability score of your choice increases by 1.

Age. Gotals reach adulthood in their late teens and live less than a century.

Alignment. Gotals' polite and respectful nature causes them to tend toward lawful alignments, though there are exceptions.

Size. Gotals typically stand 6 to 7 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Energy Sensors. Gotals perceive the environment around them through use of electromagnetic sensors held in their cranial horns. You have blindsight out to 30 feet. If another trait would grant you blindsight, the range is increased by half as many feet.

Hunter. You are proficient in Survival.

Natural Empathy. Gotal's electromagnetic sensors allow them to sense the emotions in those around them. You have advantage on Wisdom (Insight) checks to determine emotions against humanoids and beasts within 10 feet of you.

Languages. You can speak, read, and write Galactic Basic and Antarian. The Antarian language is characterized by growls and clicking noises at various volumes.

"},"skinColorOptions":{"value":"Grey, brown, or black"},"hairColorOptions":{"value":"White, grey, or brown"},"eyeColorOptions":{"value":"Red, orange, yellow, grey, green, or black"},"distinctions":{"value":"Full body fur, flat noses, head cones"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Antar 4"},"slanguage":{"value":"Antarian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gotal","mode":"=","targetSpecific":false,"id":1,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Blindsight (30 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"antarian","mode":"+","targetSpecific":false,"id":8,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Gotal.webp","effects":[{"_id":"rNPBs7jT9wzHZoaG","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Gotal","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Blindsight (30 ft.)","mode":2,"priority":20},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"antarian","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Gotal.webp","label":"Gotal","tint":"","transfer":true}]} +{"_id":"qvM90xSQ9qGFRhE8","name":"Quarren","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Quarren are squid-like with four facial tentacles which protrude from their lower jaw. They have a pair of deep, turquoise eyes and finned hands with suction-tipped fingers. As an amphibious species, they are strong swimmers. They are also bipedal beings that can walk and sit upright. In the two long protrusions that extended from either side of their faces, Quarren have gill-like structures that are actually hearing organs. The Quarren are also capable of spitting out clouds of ink as a defensive measure.

\n

Society and Culture

\n

Quarren are a very self-centered and proud species, almost to the point of being xenophobic, would coincides with their isolationist behavior. Quarren find Humans to be very crude beings and think Galactic Basic to be very cumbersome and unsuitable for speech. The Quarren instead speak their native language more frequently. The Quarren are conservative and practical in their thinking, yet they reminisce more than they look to the future. The Quarren are isolationist, preferring to stay in the depths of the oceans of their homeworld. However, some Quarren make their living in the galaxy as business managers and accountants. The Quarren diligently mine metal ore from the deepest parts of the ocean, where they live deep beneath the waves. Their cities stretch far below the surface.

\n

Names

\n

Quarren names are typically harsh. Male and female names do not significantly deviate. Surnames are familial.

\n

  Names. Bagker, Jujon, Kibkyl, Qiockish, Yuntoz

\n

  Surnames. Chobnek, Geeckol, Nukranx, Tsastanx

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age. Quarren reach adulthood in their late teens and live less than a century.

Alignment. Quarren desire for equal rights causes them to tend toward balanced, though there are exceptions.

Size. Quarren typically stand between 5 and 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Amphibious. You can breathe air and water.

Climb. You have a climbing speed of 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Ink Cloud. You can use your action to expel ink in a 10-foot cone. When you do so, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. On a failed save, a creature is blinded until the end of its next turn. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain one use of this feature when you finish a long rest.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Quarrenese. The Quarrenese language is characterized by its garbled nature that evokes an image of speaking underwater.

"},"skinColorOptions":{"value":"Orange, pink, purple, or red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue or green"},"distinctions":{"value":"Four tentacles that protrude from their jaws, finned or suction-cup tipped fingers, able to spit out clouds of ink in defense"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Mon Cala"},"slanguage":{"value":"Quarrenese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Quarren","mode":"=","targetSpecific":false,"id":1,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"quarrenese","mode":"+","targetSpecific":false,"id":10,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Quarren.webp","effects":[{"_id":"IS0m3cc1VZFBsy2j","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Quarren","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":2,"priority":20},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":2,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"quarrenese","mode":0,"priority":0},{"key":"flags.sw5e.amphibious","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Quarren.webp","label":"Quarren","tint":"","transfer":true}]} +{"_id":"s9tDG6FriEAlVUfj","name":"Harch","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Harch possess a large-fanged mouth between two prominent chelicerae, above which they have six red eyes arranged in a semicircle. The two lowest eyes are larger and roughly twice the size of the four smaller eyes. Harch walk on two legs and have six arms, with the second and third set of arm protruding from behind the first pair rather than directly above or below them. These arms are covered in thick hair and end in three-fingered hands. The Harch are distantly related to the Aqualish species and there is much debate among geneticists regarding the relationship between the Harch and the Aqualish Ualaq subspecies. However, the Harch themselves considered such discussions to be obscene.

\n

Society and Culture

\n

Not much is known about the Harch, as few of them have mingled with the galactic community, preferring to stay on Secundus Ando. Harch that leave the planet tend to have a more aspirant nature than their fellows, and often reach great heights in their chosen professions in the galaxy. Such Harch are considered outliers—most apparently care little for titles. Like the Arcona species, female Harch are seen as more domineering and aggressive than their male counterparts. It is not unheard of for a male Harch to raise entire broods of hatchlings alone.

\n

Names

\n

Harch names are not gender-specific. Harch do not use surnames.

\n

  Names. Cubach, Quixoch, Trench, Turch

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength, Constitution, and Intelligence scores increase by 1.

\n

Age. Harch reach adulthood at age 10 and can live up to 200 years.

\n

Alignment. Harch are cold, calculating beings, causing them to tend toward the dark side, though there are exceptions.

\n

Size. Harch stand around 6 feet tall and weigh between 200 and 300 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Bite. Your fangs are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal 1d4 + your Strength modifier kinetic damage.

\n

Six-Armed. Harch have six arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

\n

Spider Climb. You have a climbing speed of 30 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing, and while climbing you always have two hands free.

\n

Venomous Fangs. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and the target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target is poisoned until the end of its next turn, and you can't use this feature again until you complete a short or long rest.

\n

Languages. You can speak, read, and write Galactic Basic and Harchese. Harchese is discernible from other insectoid languages by a noticeable emphasis on consonants, especially the \"ch\" sound.

"},"skinColorOptions":{"value":"Pale pink"},"hairColorOptions":{"value":"Brown, black"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Spider-like with six eyes, eight limbs and chelicerae"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"150 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Secundus Ando"},"slanguage":{"value":"Harchese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Harch","mode":"=","targetSpecific":false,"id":1,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":5,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":6,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":"=","targetSpecific":false,"id":8,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"harchese","mode":"+","targetSpecific":false,"id":10,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Harch.webp","effects":[{"_id":"fVMBhfpLgK7mYOvF","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Harch","mode":5,"priority":5},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"harchese","mode":0,"priority":0},{"key":"flags.sw5e.extraArms","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Harch.webp","label":"Harch","tint":"","transfer":true}]} +{"_id":"sObT8nqENrxcrl07","name":"Tarasin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Tarasins are tall reptilians covered in translucent scales that allows the species' color-changing skin below to show through. Tarasins also have a colorful fan of flesh and scales—known as a kampo—that opens around their heads when they experience strong emotional distress, which can be a detriment to negotiations, as it is difficult for a tarasin to hide discomfort. This color-changing ability is useful for camouflage and communication, and the scales naturally repel heat. Some examples of colors they take on include being brown when calm and in a comfortable environment, or becoming red after extended exertion or when excited. Tarasins also have short spines that protrude from their forearms—known as a sa'tosin—which give the creatures the ability to sense the use of the Force. Tarasins are naturally curious and protective but also slow to anger. What they lack in sheer physical strength they make up for with a brilliant intellect.

\n

Society and Culture

\n

Tarasins live in a tribal system in the jungle underbrush of Cularin, grouping together in clans called irstat. The tarasin believe they have a symbiotic relationship with Cularin, and their religion is based around the appreciation of the natural world. This closeness with their homeworld is what makes the tarasin reluctant to leave it for an extended time. The tarasin have a strong connection with the Force, and their spiritual leaders are often able to call upon the Force in small ways. The tarasin believe that the ch'hala tree is sacred. This may have been influenced by the trees having a similar ability to shift their colors as the tarasin, but it is also the most unique tree on Cularin.

\n

Names

\n

Tarasin names are generally very soft and melodic. Names are agendered, and surnames are not used.

\n

  Names. Feliosa, Misona, Nissira, Vylana, Ziransa

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

\n

Age. Tarasins reach adulthood at 10 and live less than 80 years.

\n

Alignment. Tarasins' curious yet composed nature causes them to tend toward balanced alignments, though there are exceptions.

\n

Size. Tarasins typically stand 5 to 6 feet tall and generally weigh about 130 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Chameleon Skin. Your scales are translucent, allowing your color-shifting skin to help you blend into your surroundings. You have proficiency in the Stealth skill. Additionally, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

\n

Jungle Dweller. Growing up in the jungles of Cularin has left an impact. You don't treat jungle terrain as difficult terrain.

\n

Naturalist. You have proficiency in the Nature skill.

\n

Sa'tosin Sense. Tarasins have short spines called sa'tosin that allow them to sense the use of the Force. You are constantly under the effects of the force power sense force, though the power does not require concentration for you.

\n

Languages. You can speak, read, and write Galactic Basic and Tarasinese. You can communicate non-verbally with other tarasins through use of a complex system of skin color changes.

"},"skinColorOptions":{"value":"Translucent; varies with emotion"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Red, orange, yellow, or black"},"distinctions":{"value":"Reptillian, sa'tosin spines"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Cularin"},"slanguage":{"value":"Tarasinese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Tarasin","mode":"=","targetSpecific":false,"id":1,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.skills.nat.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Skills Nature"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.custom","value":"Tarasinese","mode":"+","targetSpecific":false,"id":9,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Traits Language Custom"}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Tarasin.webp","effects":[{"_id":"uKYIAfObGqCfU8TK","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Tarasin","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.skills.nat.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.custom","value":"Tarasinese","mode":0,"priority":0},{"key":"flags.sw5e.maskOfTheWild","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Tarasin.webp","label":"Tarasin","tint":"","transfer":true}]} +{"_id":"sXKp23xNd8ULIeCT","name":"Besalisk","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Male Besalisks' heads sported prominent crests and four arms hung at their sides; females of the species could have as many as eight arms, but like Humans had a primary hand and a limited range of functionality with the others. The addition of the extra appendages required a hearty metabolism, and these bulky beings were able to store food and water for many days, and if the need arose, they could survive for long periods without either. Scruffy sensory whiskers lined the area below their noses, just above the robust wattle most adult Besalisks possessed.

\n

Society and Culture

\n

Because of Ojom's harsh environment, large cities were never developed on the world; instead small communes of about a thousand families claim territories around the world and are each led by an elected leader. The communes have a strict policy of keeping the size of their groupings equal to avoid conflict. When too many families grow in one area, the leader would ask certain families to break away and start a new community on another glacier. While not involved in galactic politics and because they do not produce any of their own technology, the Besalisks established large orbital space stations where offworlders could come to do business. Any violence on these stations is committed by offworlders as Besalisks avoid confrontation and focus on trading and making deals.

\n

Names

\n

Besalisk names are generally words that embody them, with a surname attached to their commune.

\n

  Male Names. Darius, Dexter, Plun, Pong

\n

  Female Names. Delia, Mora, Ren, Teen

\n

  Surnames. Jettster, Kil, Krell, Ugg

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Age. Besalisks reach adulthood in their early teens and generally live to be about 70.

Alignment. Besalisks tend toward no particular alignment. The best and worst are found among them.

Size. Besalisks tower over almost all other species, with the smallest standing at 6 feet tall and weighing 200 lbs., and the largest approaching 8 feet tall and 400 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Four-Armed. Besalisks have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages. You can speak, read, and write Galactic Basic and Besalisk.

"},"skinColorOptions":{"value":"Brown or green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Bony headcrest, four arms, inflatable wattle"},"heightAverage":{"value":"6'0\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"175 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Ojom"},"slanguage":{"value":"Besalisk"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Besalisk","mode":"=","targetSpecific":false,"id":1,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"besalisk","mode":"+","targetSpecific":false,"id":7,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Besalisk.webp","effects":[{"_id":"Z2nTY93aynxgDvrZ","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Besalisk","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"besalisk","mode":0,"priority":0},{"key":"flags.sw5e.powerfulBuild","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.longlimbed","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.extraArms","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Besalisk.webp","label":"Besalisk","tint":"","transfer":true}]} +{"_id":"t1aMJMaz8tdOAVkE","name":"Aqualish","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

An amphibious species native to the planet Ando, the Aqualish people have two facial tusks which curve down over their mouths; a trait which added to their appearance as arachnids. These facial tusks are highly sensitive to heat and cold and are used for cracking open the hard shells of shellfish or burrowing through the swampy loam of their homeworld. Having finned hands and two bulbous black eyes, Aqualish are unable to manipulate most machinery or equipment developed by the galaxy's many species which designed these tools for beings with digits. As a result, Aqualish tend to remain on their homeworld. Aqualish are well known for their hair-trigger tempers that flare without reason. While Force-sensitive Aqualish are rare, members of the species have trained as both Sith and Jedi, though they typically gravitate toward the former.

\n

Society and Culture

\n

The Aqualish hate the image they have in the galaxy as thugs, regardless of its veracity, and blame it on any- and everyone else. Because of this, the species are considered pariahs on Ando, which has a lower population of Aqualish than the galaxy itself. All Aqualish speak mutually intelligible dialects of the same language. Quarrelsome and thug-like, the Aqualish culture revolved around aggression and toughness, with diplomacy being one of their weakest attributes.

\n

Names

\n

Aqualish names are intended to sound strong. Surnames are not familial, but are chosen by each individual Aqualish.

\n

  Male Names. Bung, Gu, Opege, Soni, Tubop

\n

  Female Names. Cestirki, Duni, Iftu, Sifre, Umi

\n

  Surnames. Dogomurra, Julo, Kronem, Nidoal, Utix

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.

\n

Age. Aqualish reach adulthood in their late teens and live less than a century.

\n

Alignment. Aqualish's aggressive personalities cause them to tend toward the dark side, though there are exceptions.

\n

Size. Aqualish stand between 6 and 7 feet tall and weigh around 190 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Arms Dealers. Whenever you make a Charisma (Persuasion) check related to buying or selling weapons, you are considered to have expertise in the Persuasion skill.

\n

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

\n

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Menacing. You have proficiency in the Intimidation skill.

\n

Swim. You have a swimming speed of 30 feet.

\n

Languages. You can speak, read, and write Galactic Basic and Aqualish. Aqualish is a harsh, guttural language. It's rare that other species bother to learn it unless they regularly interact with Aqualish.

","source":"Expanded Content"},"skinColorOptions":{"value":"Black, blue, green, or red"},"hairColorOptions":{"value":"Black, brown, or gray"},"eyeColorOptions":{"value":"Black, blue, red, or brown"},"distinctions":{"value":"Tusks, belligerent personalities, brawny stature"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Ando"},"slanguage":{"value":"Aqualish"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Aqualish","mode":"=","targetSpecific":false,"id":1,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"=","targetSpecific":false,"id":8,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"aqualish","mode":"+","targetSpecific":false,"id":10,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Aqualish.webp","effects":[{"_id":"dNaQxsBLhXGxw47t","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Aqualish","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"aqualish","mode":0,"priority":0},{"key":"flags.sw5e.aggressive","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Aqualish.webp","label":"Aqualish","tint":"","transfer":true}]} +{"_id":"utEW7d7iBsVm3SI3","name":"Half-Human","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The appearance and biological features of half-humans vary drastically by each species, but tend to fall somewhere in the middle. A common side-effect of a species interbreeding with humans is the loss of darkvision and tails.

\n

Society and Culture

\n

Half-humans are subjects of two separate cultures, but belong in neither. A half-human might be raised amongst humans or their other half, or might be fully ostracized, instead growing up in a remote, isolated place, removed from both species.

\n\n\n\n\n\n\n
\n

Traits

\nHalf-humans gain the Defiant special trait from their human half. They also gain the special traits from their non-human half, except for those trait(s) mentioned in the Half-Human table above.
\n

Names

\n

Half-human names might follow human conventions, or that of the other half. Often, they blend the two in some fashion, perhaps taking a human surname, with a special name.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Half-humans gain the ability score increases of their non-human half, but they can choose any ability score for one of the options, instead of the given option.

\n

Age. Half-humans live around the average of the two species' lifespans.

\n

Alignment. Half-humans tend towards their non-human half's alignment.

\n

Size. Half-humans stand and weigh around the average of the two species' height and weight. Regardless of your position in that range, your size is the size of your non-human half.

\n

Speed. Your base walking speed is that of your non-human half.

\n

Defiant. Half-humans are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll's outcome. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Languages. You can speak, read, and write Galactic Basic, regardless of whether or not the non-human half can speak it, and the language(s) associated with your non-human half.

\n
\n

Inherited Traits

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Aing-TiiArmored Plates
AleenaRacer's Reflexes
AqualishDarkvision
ArdennianDarkvision
BarabelDarkvision
BesaliskPowerful Build
BithDetail Oriented
BothanNaturally Stealthy
CatharFeline Agility
CereanKeen Mind
Chadra-FanSecond Heart
ChagrianDarkvision
ChevinKeen Hearing
ChissDarkvision
ClawditeUnsettling Visage
Codru-JiKeen Hearing
DashadeForce Contention
DefelHidden Step
DevaronianTwo Livered
DraethosDarkvision
DugFury of the Small
DurosDarkvision
EchaniCombative Culture
EwokMask of the Wild
FalleenClosed Mind
GamorreanSavage Attacks
GandLungless
GeonosianGeonosian Weaponry
GivinVacuum Sealed
GotalNatural Empathy
GranKeen Sight
GunganMartial Proficiency
HarchVenomous Fangs
HerglicToughness
IktotchiPrecognition
IthorianHold Breath
JawaGrovel, Cower, and Beg
KageSuperior Darkvision
KaleeshDarkvision
KaminoanGeneticist, Ultraviolet Sight
KarkarodonAggressive
Kel DorDarkvision
KillikCarapace
KlatooinianWisdom of the Elders
KubazDarkvision
KushibanGrovel, Cower, and Beg
KyuzoDarkvision
LannikForce Attunement
LasatPowerful Build
MiralukaForce Sight
MirialanSpiritual
Mon CalamariDarkvision
MustafarianDarkvision
MuunSecond Heart
NautolanDarkvision
NeimoidianDarkvision
NoghriKeen Smell
OrtolanGrovel, Cower, and Beg
QuarrenKeen Hearing
Pa'lowickHold Breath, Snout
Pau'anDarkvision
PykeMercantile, Notorious Slavers
RattatakiSurprise Attack
RishiiKeen Hearing and Sight
RodianDarkvision
SelkathVenomous Claws
ShistavanenDarkvision, Forced March
Ssi RuuKeen Smell, Sunlight Sensitivity, Tooth and Nail
SithDarkvision
SquibKeen Smell
SullustanDarkvision
TalzDarkvision
ThisspiasianPrehensile Tail
TogorianToughness
TogrutaDarkvision
ToydarianClosed Mind
TrandoshanSaving Face
TuskenAggressive
Twi'lekDarkvision
UgnaughtDarkvision
UmbaranDarkvision
VerpineHardened Carapace
VossDarkvision
VurkDarkvision
WeequayDarkvision
WookieeDarkvision
YevethaAggressive
ZabrakDarkvision
ZeltronTwo Livered
ZygerrianDarkvision
\n
\n
"},"skinColorOptions":{"value":"Varies"},"hairColorOptions":{"value":"Varies"},"eyeColorOptions":{"value":"Varies"},"distinctions":{"value":"Varies"},"heightAverage":{"value":"Varies"},"heightRollMod":{"value":"Varies"},"weightAverage":{"value":"Varies"},"weightRollMod":{"value":"Varies"},"homeworld":{"value":"Varies"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Half-Human","mode":"=","targetSpecific":false,"id":1,"itemId":"7v1QY9ZeAn1zRk7K","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":2,"itemId":"7v1QY9ZeAn1zRk7K","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Half-Human.webp","effects":[{"_id":"ijcI8bBJYOzbQxAH","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Half-Human","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"flags.sw5e.defiant","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Half-Human.webp","label":"Half-Human","tint":"","transfer":true}]} +{"_id":"wIIapzhrv6g3m3OK","name":"Selkath","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Selkath are an aquatic species, known for being skilled swimmers and diplomats. Their heads resemble sting rays and they have a blue, pink, or green skin naturally patterned as an underwater camouflage. Their mouths are bracketed by cephalic lobes. Female Selkath differed from males due to the presence of tendrils on the back of their heads.

\n

All members of the Selkath race have rectractable, venom-tipped claws. The use of these claws in any form of combat or attack was considered dishonorable and a sign of madness; to do this was to give in to animal instincts unbecoming of a sentient species. Because of the Selkath's water-dwelling nature, their chest armors were fitted with misting vents in order to keep their skin moist.

\n

Society and Culture

\n

Selkath are native to the planet Manaan, the only naturally occurring source of the medical liquid referred to as kolto. The Selkath have leveraged this monopoly on maintain their neutrality, peddling their invaluable healing supplies to all comers.

\n

Manaan is an ocean planet is home to only one above-surface settlement, the floating Ahto City, built directly above Hrakert Rift, the most abundant source of kolto on Manaan. As bacta began to replace the inferior kolto on the galactic stage, Manaan fell from their previously respected position, shirking away their previous prestige and causing many Selkath to disappear from the galactic eye into isolationism and tribalism.

\n

Names

\n

Selkath names tend to have a flowing quality to it, like a stream of water. They rarely use surnames.

\n

  Male Names. Chata, Galas, Qual, Morgo, Shaelas

\n

  Female Names. Halsuna, Dolmas, Shasa, Ulsuru

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

\n

Age. Selkath reach adulthood in their late teens and live up to 100 years.

\n

Alignment. Selkath have been renowned for countless millenia for their careful preservation of neutrality. As such individuals tend towards the neutral balanced alignment, though there are exceptions.

\n

Size. Selkath typically stand between 4 and a half to 5 and a half feet tall and average 130 pounds. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Amphibious. You can breathe air and water.

\n

Gift of the Progenitor. You know the temporary boost at-will tech power. When you reach 3rd level, you can cast the kolto pack tech power once per day. When you reach 5th level, you can also cast the kolto cloud tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

\n

Swim. You have a swimming speed of 30 feet.

\n

Venomous Claws. Selkath have a set of retractable, venom-tipped claws. These claws are a natural weapon which can be used to make unarmed strikes. They deal 1d4 poison damage. You can use your choice of Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

\n

Languages. You can speak, read, and write Galactic Basic and Selkatha. Selkatha has a very moist and gurgling tone to it.

"},"skinColorOptions":{"value":"Blue, gray, green, pink"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, blue, green"},"distinctions":{"value":"Venom-tipped claws, artificial misting vents, cephalic lobes, three-digit hands, two-toed feet"},"heightAverage":{"value":"4'0\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Manaan"},"slanguage":{"value":"Selkatha"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Selkath","mode":"=","targetSpecific":false,"id":1,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"selkatha","mode":"+","targetSpecific":false,"id":8,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Selkath.webp","effects":[{"_id":"fJnrLKeafCg903Bd","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Selkath","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"selkatha","mode":0,"priority":0},{"key":"flags.sw5e.amphibious","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Selkath.webp","label":"Selkath","tint":"","transfer":true}]} +{"_id":"x4Bj1rQIuPTHMuXu","name":"Sullustan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

A diminutive species of near-humans, Sullustans bear round, tapered skulls. Sullustans are distinguishable for their almond-shaped black eyes, facial jowls called dewflaps and large, round ears. Their wide earlobes provide excellent hearing, and their large eyes provide exceptional low-light vision. Due to their relative lack of exposure to natural light, Sullustans begin to suffer from corneal defects after 30 standard years. Many choose to wear special visors to prevent further damage. Some Sullustans tattoo their heads as a form of individual expression.

\n

Society and Culture

\n

Sullustans are outgoing and mercantile, friendly and pragmatic. As a species they are altogether lacking in xenophobia. Though fond of practical jokes and extremely shrewd in their business dealings, they are eager to explore and travel the galaxy. Inquisitive by nature, some have described Sullustans as reckless, especially for their preference to learn and discover whenever possible through personal experience. Sullustans organize themselves into familial units known as Warren-clans. Each clan consists of one polyandrous female, several husbands, and their young. Unmated females, known as \"Fems,\" are active members of their communities until they reach breeding status, called \"Ready,\" when they choose their mates.

\n

Names

\n

Male names are typically longer than female names. Surnames are based on Warren-clan.

\n

  Male Names. Duedt, Oshror, Partheen, Throthinnitz
  Female Names. Asulu, Eldo, Tri, Vo, We
  Surnames. Frovarr, Jeard, Plonr, Tsah, Vhiibb

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

Age. Sullustan reach adulthood in their late teens and live less than a century.

Alignment. Sullustans' outgoing and friendly nature cause them to tend toward the light side, though there are exceptions.

Size. Sullustans typically stand 4 and a half to 5 feet tall and weigh around 120 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Mercantile. Whenever you make a Charisma (Persuasion) check related to conducting business, you are considered to have expertise in the Persuasion skill.

Pilot. You have proficiency in Piloting.

Languages. You can speak, read, and write Galactic Basic, Sullustese, and one more language of your choice. Sullustese is characterized as a robust language in business, and as such is commonly learned by professional merchants.

"},"skinColorOptions":{"value":"Gray, pink, or light green"},"hairColorOptions":{"value":"Brown"},"eyeColorOptions":{"value":"Black or brown"},"distinctions":{"value":"Large ears, scarns, ultra-sensitive hearing, jet-black eyes, two flaps of jowls around their cheeks"},"heightAverage":{"value":"3'11\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Sullust"},"slanguage":{"value":"Sullustese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Sullustan","mode":"=","targetSpecific":false,"id":1,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Skills Piloting"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"sullustese","mode":"+","targetSpecific":false,"id":9,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Sullustan.webp","effects":[{"_id":"NSowTSCKpURLCCPz","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Sullustan","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.pil.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"sullustese","mode":0,"priority":0},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Sullustan.webp","label":"Sullustan","tint":"","transfer":true}]} +{"_id":"xUWex26hdDUxsIVi","name":"Dashade","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Dashade are a hulking reptillian species known for their strength and aggression. They have three fingers on each hand, each tipped with a long, curving claw. Their most notable feature is their natural resistance to the power of the Force. Along with their resistance to the Force, Dashade possess a high tolerance for radioactive energy, able to withstand contact with radioactive materials much longer than other species. Despite the thick skin Dashade possess, they have the uncanny ability to control the rate that heat dissipates from their skin. This allows them to regulate their body temperature at will.

\n

Society and Culture

\n

Dashade's brute strength and Force resistance makes them prime candidates for mercenary and assassin work. Dashade society is clan-based. Theses clan's often feud over honor and reputation, a trait that the dashade as a species exhibit.

\n

Names

\n

Many dashade names are short, dominated by harsher sounds, while others are longer and seperated by an apostrophe. Dashade names are gender neutral. Surnames are clan-based, but most dashade don't share or use them.

\n

  First Names. Anarin, Rak'vhul, Set, Vattix, Vos

\n

  Surnames. Ferrex, Gusar, Kruyel, Orath, Xeng, Zath

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.

Age. Dashade reach adulthood in their late teens and live less than a century.

Alignment. Dashade's aggressive yet loyal nature causes them to tend toward lawful dark side, though there are exceptions.

Size. Dashade typically stand 5 and a half to 6 and a half feet tall and generally weigh around 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.

Force Contention. Due to their unique physiology, dashade hardiness allows them to overcome use of the Force. You have advantage on Strength and Constitution saving throws against force powers.

Heat Dissipation. Whenever you make a Dexterity (Stealth) check to avoid detection by electronic sensors and cameras, you are considered to have expertise in the Stealth skill.

Menacing. You gain proficiency in the Intimidation skill.

Radiation Resistant. Dashade are naturally able to resist radiation. You have resistance to necrotic damage.

Languages. You can speak, read, and write Galactic Basic and Dashadi. Dashadi is characterized by its low pitch and elongated growls.

"},"skinColorOptions":{"value":"Black, dark gray, or Olive green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, orange, or red"},"distinctions":{"value":"Heat dissipation, Force-resistance, radiation resistance"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Urkupp"},"slanguage":{"value":"Dashadi"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Dashade","mode":"=","targetSpecific":false,"id":1,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.dr.value","value":"necrotic","mode":"+","targetSpecific":false,"id":7,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"dashadi","mode":"+","targetSpecific":false,"id":9,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Dashade.webp","effects":[{"_id":"G99sEwcJAyta31Wz","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Dashade","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"dashadi","mode":0,"priority":0},{"key":"flags.sw5e.forceContention","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Dashade.webp","label":"Dashade","tint":"","transfer":true}]} +{"_id":"xihw2po0D2nm8kJm","name":"Human","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Humans are an intelligent species that originated on Coruscant but can be found on many other planets across the galaxy, including Naboo, Tatooine, and Alderaan. They come in two sexes, male and female, and give birth to live young. They are bipedal beings with a bilateral symmetry, having a front and a back end, as well as an upside and downside. Their bodies are comprised of a torso with a head and four limbs attached to it. The upper limbs, or arms, end in hands which have five fingers each; the lower ones, called legs, end in feet. The human fingers have multiple points of articulation, and one of them is an opposable thumb that allows for fine manipulation. Finally, they have one head perched atop their torso. Many other species, including twi'leks, mon calamari, or zabraks, are referred to as \"humanoids\" because of their structural resemblance to humans.

Society and Culture

Humans can occupy a variety of employs, from politicians to bounty hunters, swoop racers, smugglers, or even a farmer. There exist many planetary groups of humans with their own cultures, such as the Alderaanians or the Pamarthens. Humans are the most populous species in the Galaxy.

Names

Humans are the most populous species in the Galaxy, and thus their names vary drastically based on the planet or culture with whom they reside.

  Male Names. Koth, Liorz, Satapak, Tin, Vuc

  Female Names. Dhetia, Jhilk, Risha, Thinnih, Tonu

  Surnames. Jauli, Kudi, Melmi, Windu, Wobec

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. One ability score of your choice increases by 2, and two other ability scores of your choice increase by 1. Alternatively, four ability scores of of your choice each increase by 1.

Age. Humans reach adulthood in their late teens and live less than a century.

Alignment. Humans tend toward no particular alignment. The best and worst are found among them.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Defiant. Humans are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll's outcome. Once you've used this feature, you must complete a short or long rest before you can use it again.

Proficiency. You gain proficiency in one skill, one tool, and one weapon of your choice.

Languages. You can speak, read, and write Galactic Basic and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: trandoshan curses, twi'lek musical expressions, chiss military phrases, and so on.

"},"skinColorOptions":{"value":"Light to dark tones"},"hairColorOptions":{"value":"Black, blond, orange, brown, gray to white (usually with age)"},"eyeColorOptions":{"value":"Amber, blue, brown, gray, green, hazel, purple, or red"},"distinctions":{"value":"Biped with bilateral symmetry, opposable thumbs"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Coruscant"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Human","mode":"=","targetSpecific":false,"id":1,"itemId":"w0cdUATy9TZBzZPP","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":2,"itemId":"w0cdUATy9TZBzZPP","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":3,"itemId":"w0cdUATy9TZBzZPP","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":4,"itemId":"w0cdUATy9TZBzZPP","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Human.webp","effects":[{"_id":"Qsqg856LCqJHnAta","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Human","mode":5,"priority":5},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"flags.sw5e.defiant","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Human.webp","label":"Human","tint":"","transfer":true}]} +{"_id":"xotbdGBAJznPTsK7","name":"Rishii","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Rishii are a sentient, avian species of carnivores which possess two legs ending in four-toed feet, two arms, a tail, and a head. The species' two arms consist of feathered wings ending in nimble humanoid hands, capable of manipulating tools. The wings grant the Rishii the ability to fly at great speeds, which is their method of travel equivalent to running in land-based species. A Rishii's head contained a beak between two yellow eyes framed by a large brow. Rishii were capable of mimicking anything said to them perfectly, and also possessed extremely strong senses, particularly hearing and sight.

Society and Culture

Native to the planet Rishi, the Rishii live in loose primitive tribes, known as nests, clustered high upon the planet's mountains, away from the hot and humid lowland swamps. Each nest consists of a small number of family units led by a chieftain, with neighbouring nests respecting each others territories and living in harmony. This peaceful and accepting attitude goes beyond just other Rishii and was extended to all neighbours of a nest, including the many other species who colonise the lowlands of Rishi. Due to the unfavorable conditions found in the lowlands, the native avians do not understand the off-worlders' choice to live there, but were not opposed to their presence.

Names

As with much of their speech, Rishii names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. Rishii names do not vary based on gender. Rishii are responsive to nicknames given by outsiders. ","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age. Rishii reach adulthood at 10 and generally live no longer than 60 years.

Alignment. Rishii tend toward no particular alignment. The best and worst are found among them.

Size. Rishii range from 4 to 6 feet tall and generally weigh less than 130 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Flight. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.

Keen Hearing and Sight. You have advantage on Wisdom (Perception) checks that rely on hearing or sight.

Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Languages. You can speak, read, and write Galactic Basic and Rishii. Rishii's clicks, trills, and whistles are difficult for outsiders to learn without the aid of a protocol droid, and so Rishii often feel comfortable speaking to eachother in the language in front of others.

"},"skinColorOptions":{"value":"Yellow"},"hairColorOptions":{"value":"Brown or white"},"eyeColorOptions":{"value":"Brown or yellow"},"distinctions":{"value":"Sound mimicry, enhanced hearing and sight"},"heightAverage":{"value":"4'2\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Rishi"},"slanguage":{"value":"Rishii"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Rishii","mode":"=","targetSpecific":false,"id":1,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Flying (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rishii","mode":"+","targetSpecific":false,"id":8,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Rishii.webp","effects":[{"_id":"EG1cQYESSqx7uV17","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Rishii","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.attributes.speed.special","value":"Flying (30 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"rishii","mode":0,"priority":0},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Rishii.webp","label":"Rishii","tint":"","transfer":true}]} +{"_id":"yHCdATnn5pSG26OG","name":"Gamorrean","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Although a typical Gamorrean is squat, green, and heavily built not all shared these characteristics. Most Gamorreans have a dark greenish coloration over a large portion of their bodies; however skin coloration does vary, particularly among females, with light skinned and two-toned pigmentation not uncommon. Black, brown, pinkish yellow, and even a rare white pigmentation are possible. Males tended to have less skin variation and had a greater tendency towards dark green skin perhaps because of their higher exposure to the radiation of the Gamorr Star. Eye coloration varied evenly between gold-yellow, blue, black and brown. The Gamorreans generally put no importance on skin or eye coloration although there were some superstitions linked to certain markings.

Society and Culture

Gamorreans are organized into clans ruled by a male warlord and his wife, who was the most powerful of the clan matrons. While the warlord and his boars are solely concerned with preparing and participating in battle with rival clans, the matrons of the clan performed all the productive work including farming, hunting, manufacturing, and running businesses. Since the amount of available arable land on Gamorr is scarce, clans often lay claim to the same piece of land, and they spend their time fighting over possession.

Names

Gamorrean names are very gutteral and rough. Male names are typically one syllable while females are two. Surnames are based on clan affiliation rather than family.

  Male Names. Ark, Blarrp, Blubrak, Cuab, Shos

  Female Names. Dabrisz, Mernoos, Ogreb, Tagorq

  Surnames. Doofnarq, Griks, Lurc, Poogmokk","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Gamorreans reach adulthood in their early teens and live no more than 70 years.

Alignment. Gamorrean culture causes them to tend toward chaos, though there are exceptions.

Size. Gamorreans typically stand between 5 and 6 feet tall and weigh up to 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Gamorrean Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Additionally, you have advantage on Constitution saving throws.

Gamorrean Weaponry. You have proficiency with the vibroaxe, vibromace, and vibrosword.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Languages. You can speak, read, and write Gamorrese. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. Gamorrese is characterized by its grunts and squeals, and its writing is a crude, pictographic style.

"},"skinColorOptions":{"value":"Black, brown, green, pink, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue, black, brown, or gold"},"distinctions":{"value":"Porcine humanoids with tusks and horns"},"heightAverage":{"value":"4'10\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"150 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Gamorr"},"slanguage":{"value":"Gamorrese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gamorrean","mode":"=","targetSpecific":false,"id":1,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibroaxe","mode":"+","targetSpecific":false,"id":6,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibromace","mode":"+","targetSpecific":false,"id":7,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrosword","mode":"+","targetSpecific":false,"id":8,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"gamorrese","mode":"+","targetSpecific":false,"id":10,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Gamorrean.webp","effects":[{"_id":"teRJPynVl1RXWsN8","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Gamorrean","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.weaponProf.custom","value":"vibroaxe","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibromace","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibrosword","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"gamorrese","mode":0,"priority":0},{"key":"flags.sw5e.toughness","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.savageAttacks","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Gamorrean.webp","label":"Gamorrean","tint":"","transfer":true}]} +{"_id":"yf50ip9dqeD5J604","name":"Hutt, Adolescent","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Hutts are a massive slug-like species who have large mouths and stubby arms. They have three lungs and thick leathery skin, which is wrinkled and slimy. Hutts often have watery eyes and lack facial expressions. Their tails are supported by a skeletal spine. Despite their legendary size, hutts start out as tiny huttlets less than half a foot in height, and continually grow over the long lives.

\n

Society and Culture

\n

Most hutts are crime lords who live opulent lives overseeing criminal underworld activities like spice smuggling, slavery, gambling and bounty hunting. This is not true for all, however, as some eschew the life of a decadent, obese version of their species and prefer a more mobile existence. Hutt society is divided into families known as kajidics, a social structure that is both familial and a crime gang. Hutts are encouraged to make a name for themselves around the age of 150 while simultaneously not threatening the welfare of the clan. At around 200, they will likely stop being saved by the clan and encouraged even further to fend for themselves while benefiting the kajidic; they may even be granted a star system or two. Nomadic or kajidic-less hutts are often hunted or killed by other hutts in fear of the nomad coming to claim a territory.

\n

Names

\n

Hutt names with a suffix title as \"the Hutt\" are usually reserved for noteworthy huts, with the name of a hutt's kajidic coming before the title. Because hutts are hermaphroditic, choosing a gender at will, their names are considered androgynous.

\n

  First Names. Arok, Gorga, Jabba, Mama, Ziro

\n

  Kajidic Names. Besadii, Desilijic, Fenn'ak, Gnuda

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and two other ability scores of your choice increase by 1.

Age. Hutts are considered a child until around the age of 200 in which they are a full fledged adult. Hutts can live upwards of 900 years with even more ancient ones exceeding that.

Alignment. Hutts are selfish, greedy, and highly organized, causing them to tend toward chaotic dark side, though there are exceptions.

Size. Hutts have a unique special characteristic; from birth to death, they never stop growing. As an adolescent hutt, you typically stand between 6 and 7 feet tall and weigh at least 400 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 20 feet.

Closed Mind. Hutt brains have an unusual composition which made them resistant to influence from the Force. You have advantage on Wisdom and Charisma saving throws against force powers.

Natural Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

Shrewd Demeanor. You have proficiency in two Intelligence, Wisdom, or Charisma skills of your choice.

Slow and Lethargic. Hutts are slow and generally incapable of moving quickly. You have disadvantage on Dexterity saving throws, and when determining your bonus to AC from your Dexterity, you can't add more than +3.

Wealthy. During character creation, you start with additional credits equal to your level x your proficiency bonus x 1,000 cr.

Languages. You can speak, read, and write Galactic Basic and Huttese. Hutts rarely speak Galactic Basic, even though they are perfectly able; if the person with whom they are speaking doesn't understand Huttese, they are more likely to use an interpretor than deign to speak the language of lesser species.

"},"skinColorOptions":{"value":"Black, blue, brown, gold, green, purple, tan, white, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue, gray, green, orange, turquoise, violet, or yellow"},"distinctions":{"value":"Three lungs, slug-like appearance"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"400 lb."},"weightRollMod":{"value":"x(2d8) lb."},"homeworld":{"value":"Nal Hutta"},"slanguage":{"value":"Huttese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Hutt","mode":"=","targetSpecific":false,"id":1,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"20","mode":"=","targetSpecific":false,"id":4,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":5,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"huttese","mode":"+","targetSpecific":false,"id":7,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Hutt.webp","effects":[{"_id":"LF9pTbpX8wisnODN","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Hutt","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"20","mode":5,"priority":5},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"huttese","mode":0,"priority":0},{"key":"flags.sw5e.closedMind","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.powerfulBuild","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Hutt.webp","label":"Hutt, Adolescent","tint":"","transfer":true}]} +{"_id":"ynuvnI54pMKLwF2a","name":"Echani","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Echani are characterized by their white skin, hair, and eyes, and their remarkable tendency to look very much alike one another to outside observers, particularly amongst family members. It is thought that their origins stem from Arkanian experimentation on the human genome, a hypothesis that could explain their physical conformity.

Society and Culture

A matriarchal, caste-based society originating from the Inner Rim world of Eshan, the echani spread to encompass a confederacy of six worlds including Bengali and Thyrsus, known as the Six Sisters, governed by the all-female Echani Command. \r\n\t\r\nEchani generals are sometimes seen by others as having the ability to predict their opponent's next move. This is no biologicial trait inherent to the species, but rather stems from the fact that combat is so ingrained into every level of echani culture; the echani hold to the idea that combat is the truest form of communication, and to know someone fully, you must fight them. While their combat rituals require complete freedom of movement and unarmed martial arts, in warfare, they tend towards light armor and melee weapons, and are considered excellent craftsmen of such.

Names

Echani names tend to lack hard consonants, but are otherwise as variable as human ones. Echani surnames are tied directly to their place in the caste system.

  Male Names. Caelian, Inarin, Losor, Uelis, Yusanis

  Female Names. Astri, Brianna, Isena, Raskta, Senriel

  Surnames. Authal, Elysi, Fenni, Kinro, Lsu","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Echani reach adulthood in their late teens and live less than a century.

Alignment. Echani culture's emphasis on honor and combat cause them to tend towards lawful alignments, though there are exceptions.

Size. Echani stand between 5 and a half and 6 feet tall and weigh around 150 lbs, with little variation between them. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Allies of the Force. Whenever you make a Wisdom (Insight) check against someone you know to wield the Force, you are considered to have expertise in the Insight skill.

Unarmed Combatant. Your unarmed strikes deal 1d6 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Echani Art. If a humanoid you can see makes a melee weapon attack, you can use your reaction to make a Wisdom (Insight) check against the target's Charisma (Deception). On a success you learn one of the following traits about that creature: it's Strength, Dexterity or Constitution score; bonus to Strength, Dexterity or Constitution saving throws; armor class; or current hit points. On a failure, the target becomes immune to this feature for one day. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses on a long rest.

Combative Culture. You have proficiency in Lore and Acrobatics.

Martial Upbringing. You have proficiency in light armor, and gain proficiency with two martial vibroweapons of your choice.

Languages. You can speak, read, and write Galactic Basic and one extra language of your choice.

"},"skinColorOptions":{"value":"Pale tones"},"hairColorOptions":{"value":"White"},"eyeColorOptions":{"value":"Silver"},"distinctions":{"value":"Fair skin, white hair and eyes, remarkable familial similarity."},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+1d10\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Eshan"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Echani","mode":"=","targetSpecific":false,"id":1,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.skills.acr.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Skills Acrobatics"},{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":8,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Echani.webp","effects":[{"_id":"HNBMxZCToQEy6PSr","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Echani","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.skills.acr.value","value":1,"mode":4,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"flags.sw5e.unarmedCombatant","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Echani.webp","label":"Echani","tint":"","transfer":true}]} +{"_id":"yyCUAG4cUUKh4IUz","name":"Iktotchi","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Iktotchi do not have hair, but rather they had a very resistant skin which protected them from the violent winds which crossed the satellite. Both males and females have down-curved cranial horns, which gave them an aggressive aspect. The males' horns are generally a little larger, a remnant from their mountain-dwelling, caprinaen ancestors. The horns are able to regenerate if damaged.

Society and Culture

The Iktotchi are a fiercely guarded and isolationist species - vaunted for their ability to hide their feelings and bury any semblance of emotion. Originating on the harsh, windy moon of Iktotch, which orbits the planet Iktotchon in the Expansion Region, the Iktotch are gifted with precognition, and are courted as often by Jedi as by pirates for their skills.\r\n\r\nIktotchi society is a stratified society. Upward mobility is both possible and encouraged. Iktotchi are an outwardly dispassionate people, which is evidenced by their culture. They have a robust legal system, and suffer little crime. Iktotchi are respectful of cultures other than their own and can easily integrate with others.\r\n\r\nIktotchi who distinguish themselves often earn a titular nickname, by which they are referred to in place of their name. Generally, this is done by accomplishing a remarkable feat that benefits the Iktotchi as whole.

Names

Iktotchi names are generally two syllables. Surnames are familial. Respected Iktotchi often adopt a nickname, which they use in place of their birth name.

  Male Names. Dilnam, Imruth, Kashkil, Yellam

  Female Names. Kemkal, Onyeth, Reshu, Zorlu

  Surnames. Hevil, Kaawi, Mimir, Nudaal, Zelend","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1.

\n

Age. Iktotchi reach adulthood in their late teens and live less than a century.

\n

Alignment. Iktotchi are lawful and tend toward the light side, though there are exceptions.

\n

Size. Iktotchi typically stand between 5 and 6 feet tall and weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Precognition. You can see brief fragments of the future that allow you to turn failures into successes. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

\n

Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.

\n

Horns. Your horns are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d6 + your Strength modifier.

\n

Pilot. You have proficiency in the Piloting skill.

\n

Languages. You can speak, read, and write Galactic Basic and Iktotchese.

"},"skinColorOptions":{"value":"Pink"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Horns, precognition, telepathy, thick pink skin"},"heightAverage":{"value":"4'11\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Iktotch, moon of Iktotchon"},"slanguage":{"value":"Iktotchese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""},"droidDistinctions":{"value":""},"droidLanguage":{"value":""},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Iktotchi","mode":"=","targetSpecific":false,"id":1,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"iktotchese","mode":"+","targetSpecific":false,"id":8,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":"+","targetSpecific":false,"id":9,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Iktotchi.webp","effects":[{"_id":"MAjUMql3tivJTfVO","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Iktotchi","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.skills.pil.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"iktotchese","mode":0,"priority":0},{"key":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":0,"priority":0},{"key":"flags.sw5e.precognition","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Iktotchi.webp","label":"Iktotchi","tint":"","transfer":true}]} +{"_id":"zKpCsa8WCfz9abwv","name":"Killik","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Killiks possess a strong chitinous exoskeleton that is glossy and greenish with their carcasses capable of surviving thousands of years of erosion as seen by the colonists of Alderaan. The exoskeleton also contains a number of spiracles which served as their way of breathing. Typically, these Human-sized hive creatures have four arms with each ending in a powerful three-fingered claw. They stand on two stout legs that are capable of leaping great distances. Killiks can communicate with other Killiks through use of pheromones.

\n

Society and Culture

\n

The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Killiks are also peaceful in nature. Their telepathic connection is capable of extending to other species which includes non-insectoids. A willing creature can submit to this telepathy to become a Joiner. They effectively become another vessel of the hive mind. Killiks lose connection to their hive mind at great distances. Those who voluntarily leave the hive mind are referred to as Leavers. It is rare that they are allowed to rejoin their hive without reason.

\n

Names

\n

Killiks are a hive-mind insectoid that typically don't use names. On the off chance they do, it's usually an incomprehensible series of clicking noises. They are receptive to nicknames given by others.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.

Age. Killiks reach adulthood in their 40s and live an average of 200 years.

Alignment. Killiks' willingness to brainwash or kill their enemies cause them to tend towards the dark side, though there are exceptions.

Size. Killiks stand between 5 and 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Four-Armed. Killiks have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Hardened Carapace. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.

Languages. You can speak, read, and write Killik. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.

"},"skinColorOptions":{"value":"Brown, chestnut, green, red, scarlet, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or orange"},"distinctions":{"value":"Chitinous armor, mandibles projected from face, four arms ending in long three toed claws protrude from their torsos"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Alderaan"},"slanguage":{"value":"Killik"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Killik","mode":"=","targetSpecific":false,"id":1,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":6,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"killik","mode":"+","targetSpecific":false,"id":8,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":"+","targetSpecific":false,"id":9,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Killik.webp","effects":[{"_id":"EWQOMXrZbfi4zSPF","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Killik","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.attributes.ac.value","value":"13+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"killik","mode":0,"priority":0},{"key":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":0,"priority":0},{"key":"flags.sw5e.strongLegged","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.extraArms","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Killik.webp","label":"Killik","tint":"","transfer":true}]} diff --git a/template.json b/template.json index ea19a747..3eb3548d 100644 --- a/template.json +++ b/template.json @@ -591,7 +591,7 @@ "templates": ["classDescription"], "className": "", "levels": 1, - "subclass": "", + "archetype": "", "hitDice": "d6", "hitDiceUsed": 0, "skills": { diff --git a/templates/actors/newActor/parts/swalt-features.html b/templates/actors/newActor/parts/swalt-features.html index 52065bf1..dd17c75f 100644 --- a/templates/actors/newActor/parts/swalt-features.html +++ b/templates/actors/newActor/parts/swalt-features.html @@ -58,7 +58,7 @@ {{else if section.isClass}}
- {{item.data.subclass}} + {{item.data.archetype}}
Level {{item.data.levels}} diff --git a/templates/actors/oldActor/parts/actor-features.html b/templates/actors/oldActor/parts/actor-features.html index 3b40f8b0..1bbf5525 100644 --- a/templates/actors/oldActor/parts/actor-features.html +++ b/templates/actors/oldActor/parts/actor-features.html @@ -96,7 +96,7 @@ {{else if section.isClass}}
- {{item.data.subclass}} + {{item.data.archetype}}
Level {{item.data.levels}} diff --git a/templates/items/class.html b/templates/items/class.html index b6c594d8..e9262a6e 100644 --- a/templates/items/class.html +++ b/templates/items/class.html @@ -53,11 +53,11 @@
- {{!-- Subclass Name --}} + {{!-- Archetype Name --}}
- +
- +
diff --git a/templates/items/species.html b/templates/items/species.html index e28a5164..0641dde5 100644 --- a/templates/items/species.html +++ b/templates/items/species.html @@ -35,66 +35,141 @@ {{!-- Description Tab --}}
- - +
+
+
+

{{item.name}}

+ {{#if data.manufacturer}} +
+ + + + + - - + + + + + - - - - - + + + + + - - - - - + +

Visual Characteristics

VISUAL CHARACTERISTICS
Color Scheme  
Skin Color  
Distinctions  
Hair Color  
+ + + + - - - - - + + + + + + - - - - + + + + - - + +

Physical Characteristics

Eye Color  
Height
Distinctions 
Weight
PHYSICAL CHARACTERISTICS
+ + + + - - - - - + + + + + - - - - - - - - - - - - - - - - - - + + +

Sociocultural Characteristics

Height 
Manufacturer
Weight 
SOCIOCULTURAL CHARACTERISTICS
Homeworld 
Language 
Language
- + {{else if data.skinColorOptions}} + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

Visual Characteristics

Skin Color  
Hair Color  
Eye Color  
Distinctions  
+ + + + + + + + + + + + + + + + + + +

Physical Characteristics

Height
Weight
+ + + + + + + + + + + + + + + + +

Sociocultural Characteristics

Homeworld
Language
+ {{/if}} + +